Does anyone know the command to turn of the display of city names? I'm trying to take some panaramic screenshots and it's just a sea of goofy names. I'd like a clean view with cities visible but not the name plates and borders.
cephalo
[quote who="anjdavis" reply="157" id="2756429"] Minor factions that produce valuable and unique tradeable goods that major factions can't create out of the same resource pile. Like a minor faction with a horse tile that produces warhorses (+1 movement, +2 Def). You could trade with them to get the warhorses, but of course there's some risk another faction might trade with them too. Or you could conquer them and get a flow of regular horses yourself. <br
I recommend not working super hard on the AI right now beyond putting a few band-aids on the really bad stuff. Activating multiplayer might sound like a super bad idea right now, but multiplayer is the thing that will expose the game rules that will need to change. If you finalize the AI now, when multiplayer comes around it will be clear that major changes will need to be made, and you'll either be forced to make separate rule sets for single player and multiplayer, or writ
From the beginning of beta, the rule was always that if your sov dies it's game over. It sounds reasonable but after playing the game a bit I think that allowing succession is a natural, easy way to solve a few problems. For one thing, the sovs offspring tend to be even more powerful than the original sovereign. They could fill their shoes quite nicely I would think. The soveregns are suppose to be immortal according to the fiction, but let's face it, once the game starts it's a miracle to se
Rather than 5 separate trees, I would have rather seen each faction get it's own single tree.
I just played a satisfying game of MoM early in the week. Full nature magic with barbarians. I haven't tried that combo before.
[quote who="Sethai" reply="4" id="2750696"]sorry to bump, but i spent quite a while on this. does anyone else have any comments on character creation? [/quote] I think we are all becoming fatigued from all the criticisms over the last week. It's been like wall of text after wall of text.
I don't have the heart to ask for a refund. There's a ton of stuff I don't like about the game, I'll even say its a bad game, and I really wanted it to be good. But sitting through the beta test and watching these guys work so hard on my behalf, even if they weren't always working smart, I don't feel right thumbing my nose at them. Making games is one of the hardest things you can do. I want Stardock to learn , not fail .
All you can do now is move forward. I was shocked by the 'shared mana pools' idea, but then I thought about it, and I realized this might make me level up a stat other than essence for once on my channeling heroes.
Wow, that's alot of work. You basically did someone's job for them. It'll take less time to fix these issues than it took for you to put this post together.
We need new games. I totally do not endorse the idea that EWOM has to copy MOM. However, we still need to fix these gameplay problems. The problem is not that it's different than MoM, The problem is that it is not well thought out. They pretty much threw this in within the last couple of weeks. Now we need something that works.
So none of you guys really knows? I guess they just forgot to make the UI for this mystery stat.
[quote who="charon2112" reply="86" id="2742623"] I equate a Elemental to an indie film, a little rough around the edges, but with an undeniable charm. Unfortunately, only a small minority appreciate something like that. The general movie going public just wants to be spoon-fed the next Michael Bay Transformer movie. [/quote] So you think Elemental falls into the category of 'high art'?
It seems to me that a first attack can be extremely devestating. It's a good thing that the AI is dumb enough to approach you any old way, or else combat would never resolve. The first person who moves into attack range dies. This gets alot worse when parties and squads are involved, because taking a big hit reduces your ability to retaliate. Multiplayer's gonna be great fun, as the players each wait and wait and wait for the other guy to move in range...
[quote who="DKL" reply="3" id="2742581"] I think you have missed his point. He was trying to say that its not AI or game stability or lack of exploits that make game interesting to play over and over. [/quote] So then it's good game design? How many other 17 year old games does he play?
...but you've been playing it since 1993! What else needs to be said?
Part of the problem here was that the beta testers kindof lied in terms of how things were going. There were way too many 'yes men'. There was almost no beta to speak of, and yet most beta testors still seemed to expect greatness. Here's Denryu's poll from the end of beta. Most people seemed to assume the game would be ready. https://forums.elementalgame.com/390463/page/1/#2709273
I guess what I want to know is whether this is a bug, or if it's something I can make happen when I want to. It almost seems like a bug.
[quote who="Supronar" reply="8" id="2742096"]She's got huge...tracks of land! [/quote] LOL
No, I mean he's regenerating mana during combat.
My prince regens 2 mana per round. Does anybody know why? My sovereign never did that.
We sent to Kraxis for a new bride for our son, and indeed she has a well favoured look, but she's.. ..huge. Happily we were able to find a horse that could carry her.
Hm, sounds like an overflow. So if your sovereign casts it, what happens?
I had an ogre shaman cast confusion onto my archers, and their damage went up by a factor of ten or so. This may have been caused by the fact that my archers were in a squad of 8, messing up the math somehow. They then hit the shaman with a 386 point blow. This buff lasted through this combat and part of a subsequent one, because it seems you don't use movement points went you attack adjacent tiles, so you can attack everyone that surrounds you in the same turn, and any buffs will carry
I just noticed that if you save your game while a unit 'party' is damaged, when you re-load the unit becomes a single unit! Usually, if a party gets damaged, you can reheal back in one of your towns back up to full strength. Last I saved when my party was down to two guys. This morning when I loaded the game and went back to heal, I it only healed to one guy. I started this game in 1.06 and noticed the problem in 1.06.