I agree that the cost of teleport should scale with number of units (where parties count as 4 etc). Just have a dialog pop up with the final cost confirming the decision. Otherwize, the mobility book will be far more powerful than the other 3. Terraforming is not as vital early on; in most cases you can walk around the mountain rather than through it. The combat book is nice but if you can cheaply blob your entire army and defend with everything;
jecjackal
76. City levels changed from 25/100/200/1250 to 25/75/25/1000. Could someone clarify exactly what the new city levels are? (I'm thinking 25/75/250/1000).
I like your idea greggbert but this is how I would modify it: The lost libraries could give say a +15% to all research or +25% to a specific branch. This bonus would only apply to the city its connected to. This would definitely create more uniqueness to the game. The game is a war of resources and it would certainly add to that aspect of the game. For instance if capitar is militarily strong, you might look to see if they have a military library which is fueling their
[quote who="alaknebs" reply="15" id="2833128"]oddly enough.. i think i had some spiders attack my almost empty settlement. (janusk with no/crap weapon?) ... they killed the defender... and then... just sat outside the empty settlement... i think.[/quote] I had the same thing happen to me. Janusk didn't spawn though (i made a female char for testing and Janusk the clippy never appeared).
I did a little experiment in a game where I built a hut and destroyed the hut. The population limit granted by the hut remained (added +25 possible pop) while I was refunded the food requirement for the hut. There also is currently no penalty for negative food. Some small penalty should occur when this happens :)
I think one of the most apparent things in this beta is the need for faster construction in cities. So I thought of a possible solution to this problem. I think if cities could build 1 building per city level, it would really help this situation. In addition to this change, I also had an idea for city level ups. Instead of picking a singular large bonus, wouldn't it be nice if we had a few points and put them into several differn't categories? Some ideas for categories
The racial differences should also be applied to soldiers. In the above example of wraiths having +2 constitution, the soldiers should also reflect this bonus. I"m not sure how charisma could affect the troops (maybe make recruitment cost more for less charismatic soldiers (dunno).
your right, apparently i simply re-applied the update again. Sorry for the false hope. My version of elemental states: (v1.09n[b]1.08)
The cost to recruit this NPC is not listed anywhere in the recruitment dialog. It appears to be approx 100 guildar (with bard bonus).
I managed to get the update. Here are the steps I took: 1. Update elemental as you normally would. You "should" receive a "downloaded file was smaller than intended" error. 2. Completely close impulse (use task manager to ensure its closed). 3. Reopen impulse. You should now see and updates pane stating elemental's update was paused. Impulse will prompt you to resume the update, click yes. 4. Run the game and enjoy. On a side note, how ar
I thought all the resource nodes were % multipliers? shows how much i've been paying attention. Yea now that you mention it, I think gold mines would fall into this category of underwhelming as well (although besides spamming pop, i don't think there are +gilder buildings besides a % multiplier).
Frogboy: About evaluating combat ratings; I would emphasis defense over attack and here is why. As Werewindlefr pointed out, you can have only a few 10+ armor soldiers/champs walking around (with a relatively low total combat rating) and the AI might be spamming spear soldiers (attack 9 IIRC). WIth the current combat rating calcs, the AI might believe victory is assured when in r
The spell blood raged when casted do not buff my sovereign in any way and did not cause any healing when damage was inflicted.
I personally would prefer option 1. I have honestly always waited to purchase the staff from the merchant because hey, i can always upgrade my weapons later. However, by starting with a weapon, I may have denied my self a trait or even 2 attribute points which are much harder to recoup than time waiting for a superior weapon. Couple this with the fact that most early notable locations drop weapons/armor, it really makes using points on this starting equipment seem pointless (pardon the pun).<
I crashed when I alt-tabbed while in the menu of the game (was creating a sovereign). The error message stated there was an invalid DX call.
I should point out that the moves in Rilis profile are 7 while the moves your cyan arrows are pointing two are 5.5. This is an indication that those attributes are for the stack, not Rilis. I played a game where rilis has similar starts to what you have there but she kept getting massacred.
I would love to play in the beta patches. I only got to join Beta 3 and 4 and I've wished I could have helped more.
I had to raze a city because it had -12 prestige after I conqured it (I have no clue why it was that negative). So I razed the city and I rebuilt a city on top of the ruins. Now I cannot build on any of the ruined squares.
[quote who="Kalin" reply="2" id="2792927"]Obviously a divide by zero error. Pioneer has no combat rating... kill it... bam.[/quote] Thats exactly what I was thinking. At least my gold wasn't "NAN".
So After playing a game for over a hundred turns I declare war on Magnar. He sent a pioneer to attack one of my cities and after the battle I was awarded 6M gildar. The turn before I saved and I would be happy to share it but I do not know how to upload a save. Jec
[quote who="EviliroN" reply="14" id="2791300"] Quoting jecjackal, reply 11Wow you guys have been busy. I have a small request for v1.1 Could you allow the player to disable the "moved all units so my strategic turn automatically ends"? I love to some times move my units then take a cursory glance at my empire and I'm finding this to be slightly annoying. All of the changes sound great. Thanks for keeping us in the loop Frogboy.<br
Wow you guys have been busy. I have a small request for v1.1 Could you allow the player to disable the "moved all units so my strategic turn automatically ends"? I love to some times move my units then take a cursory glance at my empire and I'm finding this to be slightly annoying. All of the changes sound great. Thanks for keeping us in the loop Frogboy. Jec
Some times during play after I talk to a faction leader, some of my city's banners will change to that factions color. I will still have full control of the city and it is for all intents and purposes mine. I have also seen some cities rename to that of a hero's name after I open up their inventory.
[quote who="GW Swicord" reply="10" id="2790575"]My main gripe with champions is the fact that they can only gain XP via combat and they can never increase their non-combat abilities. If I have a sage or a merchant stationed in a settlement for hundreds of turns, it only seems reasonable that the champion would get better at research, trade, farming, etc.[/quote] I would support this in a heartbeat. In any of the total war series (Best RTS of all time) allows non-combat
This has been talked about a lot. How can we make the non-caster sovereigns feel more special and make them more effective (and more fun to play). My thought was to keep the mana bar (maybe rename it to stamina or something) and allow it to fuel special attacks. I'm going to list some abilities I thought of under some classes that would use them (we don't need classes, they just organize the abilities better). Rogue Tumble- This would allow the cha