As a related sidenote, I have not found River Slags to be much of a threat towards cities that I build next to it. I view placing a city next to one as a fairly safe action provided I do not traffic the area with units and/or store units in the city proper. Have played a few games in that position without incident. Just recorded a session to use as an example (latest build): [video]http://youtu.be/XIxVjS4vAJ0[/video] I placed a city next to a slag
Yazari
There are some options in elementdaldefs.xml that appear related to your question as follows: Light Medium Heavy Over-Encumbered Each EncumbranceEffect lists a different combat speed decrease which I am presuming is the actual initiative decrease... The encumbrance effect values: [co
[quote who="Trojasmic" reply="13" id="3153838"]I thought potential ii and potential iii values were cumulative not just 5% boost for tick...[/quote] I lean towards thinking that you and Kalin are both right. When I wrote that, I assumed that PII and PIII replaced their predecessors, but, it seems unlikely given the way the other bonuses stack. This definitely makes PII and PIII a lot more valuable than I had originally consid
I did a simple conversion from XML to XLS for anyone who finds XML tedious and is interested in knowing which level-up traits (are supposed to) require which prerequisites Link: https://www.dropbox.com/s/5ls6iq0y15navw5/coreabilities.xls For conciseness; this conversion only includes the ability, description, rarity and prerequisite fields. It is sorted by prerequisite.
[quote who="Mhantra" reply="9" id="3153744"] Oh, I played a game last night, and right at level 2, the trait Fast came up, without having ever even seen Quick. So quick definitely not a prereq.[/quote] Weird! fast has quick listed as a required prerequisite in the XML. This is definitely a bug, do you have a save of that game so that a bug report can be made?
[quote who="Madcatter" reply="6" id="3153584"]Finesse I think is among the most worthless of upgrades. +3 Accuracy if they have a lower initiative?[/quote] I agree 100% based on the in-game description of Finesse. I am under the impression that the level-up description is wrong and the in-game result is a +3 attack (not accuracy) bonus. The following are snippets from the coreabilities.xml document: <span style="font-family: arial
I often pick the ones in question as I find them more powerful than many of the alternatives. The following are traits that have no prerequisites (and seem more likely to appear at lower levels): Adventurer's Boon (+10HP) Finesse (+3 ATK vs lower initiative) Potential I (+10% XP)</
Description: I observed the AI build an outpost directly on an "equipment stash" (goodie hut). Save: https://www.dropbox.com/s/yfy5ln70d7s029j/O-on-E.EleSav Screenshot: <img src="http://img835.imageshack.us/img835/6760/fallenenchantress13368
The reporting guidelines are here: https://forums.elementalgame.com/415301 [quote]Please do not reply to other people's posts with information on a different problem. This will make it more difficult to notice your problem and start the feedback cycle with us. [/quote] The guidelines do not go into great detail on whether to make one post per bug. Intuitively, I would think it is
I have never seen a notification of an AI making peace with another AI. I have made peace with the AI multiple times. That said, I do not believe I have ever had the AI initiate a request for peace.
Description: The slavers quest can cause a CTD if you choose to hire Daxus and have him fight his former employers. As soon as the tactical combat starts loading, the CTD will occur. Duplication Steps: Start Slavers Quest Choose to Hire Daxus Choose to Kill the slavers --- CRASH --- I have tried all the other paths in the slavers quest (killing Daxus and slavers) ---
Death Ward can be cast multiple times. Duplication Steps: Cast DeathWard on a champion Use that champion in battle and let DeathWard kick in before winning. Recast DeathWard on the same champion Look at the enchantment ledger (there will be two death wards listed) The description for Death Ward indicates that being "resurrected" removes the enchantment. However, it stays on the ledger and when you recas
Summoner's Boon can be cast multiple times on the same unit and the cumulative bonuses will stack. Example Images: Earth Elemental with 400% attack: The ledger, which shows Summoner's Boon enchantment 8 times on the same unit: <a href="htt
The examples being provided are of taxes against an individual. Even at that level; in order to infer that low taxes would cause no unrest is to assume that the individuals being taxed have a sufficient income that they are not starving/struggling to survive. I find this unlikely given the theme. It is more likely that we would be looking at a culture similar to that of feudal societies with serfs that are given just enough to survive and a high level of corruption where by the
[quote who="Kalin" reply="3" id="3149741"]If you skip the middle step, then obviously you won't think it make sense... higher taxes = higher unrest. Does that make sense? higher unrest = lower production. Does that make sense? higher unrest = lower creativity. Does that makes sense? Seems okay to me. o0[/quote] ^This
I agree with the OP and Kalin. In addition, I do not feel that there is a balance between the different victory conditions. I am unsatisfied when the game ends and tend to think the current VC's are just place-holders borrowed from E:WoM that are going to be replaced at some point in E:FE. MOO 2 had the Antarans GalCiv 2 had the Dread Lords Space Rangers had the Dominators and the Kilssan<br /
The game has definitely improved and changed since the January build and it is a lot more fun. I reviewed the concerns you outlined in your earlier post and have made up a quick comparison to the changes that have been implemented since January: Concerns that were improved in nearly the exact fashion you suggested: More XP needed to reach higher levels Edge (and arrow key) Scrolling has been i
1. Cull the Weak can be cast multiple times (on the same unit) Duplication Steps: Enter a battle with a trained unit that has low HP (E.G 2/36 HP) Heal the unit (or let it regenerate) Use cull the weak on the unit... Results: CtW will ONLY subtract the HP that the unit started combat with (2HP). The
I am neutral to making pioneers have maintenance costs. I think there are multiple approaches to balancing pioneers (and horizontal growth). I am eager to see what changes Beta 4 has in store. The following are some additional ideas/approaches to balancing the pioneer spam: Make city size and growth (bonuses/structures) matter a LOT more Allow buildings to be built faster and their bonuses to be bigger. Allow city ZOC to expand faster (currentl
I cannot duplicate this reliably, but, have seen it happen a few times and am including some youtube footage of the bug. Sometimes when I cast heal on a wounded unit: The death animation and sound play The unit disappears, yet still occupies the square The unit can be used to attack the enemy. Enemies targeting the unit stop attacking for several turns Example: [video]http://www.youtube.com/watch?v=cY8YyLcZ
[quote who="UmbralAngel" reply="8" id="3146460"] Quoting Alstein, reply 7The real issue with POTG is that you don't get XP for governing, and you need lvl 4 to get it, so you have to fight to get it. I agree, I suggested before that champions should get XP for just sitting in a city, maybe 1/turn. Then give bonus XP for constructing units/buildings, maybe even bonus experience points for defending a battle. They should look at the "admini
If you cast regeneration on a unit and proceed to harvest additional life shards, your tactical regeneration will still be at the level it was when you cast it. In order to get it to scale (upwards) you have to dispel and recast. Is this intentional? It does not seem consistent with the other persistent casts such as evade and stone skin which do scale upwards automatically.
When selecting tiles near mountains I often find that the tile I am selecting is NOT the one which my cursor is over. Example: If it matters: I use 1680x1050 and have the cloth zoom option more/less disabled.
[quote who="Poko8" reply="10" id="3147075"]At first I didn't think it was a good mechanic at all, but, thinking about it a bit more, I think it's situational. AI on Easy or Normal? That city should be sacked and all the residents eaten. AI on Challenging or Hard? You're playing at this difficulty because you want more of a challenge - let the AI have monster repellent. AI on Ridiculous? That monster should decide it li
The City Militia (the ones that automatically defend a city) can leave the city under the following circumstances: You have a unit that will be built in 1 turn The city is attacked on the turn that unit will be built Both the new unit and the city militia will fight against the threat and if the city militia survives, they will be in an army with the newly built unit. Note: the city militia does disappear if it is sent back int