it IS very odd that the AI gets bonuses like this. But still, the AI never really pushes its advantage so in my experience they've always been realtively easy to counter with either magic or companies of mounted knights wielding lord hammers :)
cfehunter
they take turns?? I honestly thought it was instant. Or atleast whenever I research the tech the side of my screen gets spammed with "City X upgraded dwelling y to new dwelling z!". Mind you I finished my last game with 50,000 gold so I really wouldn't of noticed if everybody from my kingdom suddenly stopped paying taxes. Hmm, +1. If it's a real issue :)
[quote who="chanter45" reply="51" id="2841457"]Alright cfehunter, I essentially agree on that. I moreso talk about the epic-level spells in my post later on. I like the ideas you have, in terms of balance and control of magic by the channelers- and your "classical" seperation of the elements into magic. I hope they aren't too focused, each element should have a way to damage troops in some form and buff/alter city output. An earth enchantment would be the typical natures bounty-a wind e
I would agree. But what I would rather see would be the dynasty system working as advertised. You trade your child away because they get a place in the line of succession. Meaning if you kill everybody above them, you then take control of the other kingdom.
[quote who="chanter45" reply="47" id="2840656"] Long Story Short, I don't want this game to become all power play but at the same time I want to be able to work up to and earn those epic spells and enchantments.[/quote] I agree, but that's not the point. We shouldn't just be given ultimate power at the start of the game. But the spells, as they are, are still boring. I researched up to spell level 12 in my last game and I still only bothered to take teleport and h
There's a slider in the options menu that lets you set the threshold of army strength that will trigger a manual tactical battle. If you set it to 0 you can fight every single battle as you please. So i would guess the patch has defaulted it to 0.
It's easily fixed by disabling pre-releases and forcing the game to update to 1.09e and then re-enabling and downloading the latest patch... But I'm more concerned about impulse telling me there's a patch when there isnt one and managing to download and install something that obviously doesn't exist.
build towards your shard from the town, once your buildings get close enough the outer wall will wrap around the resource node and said node will count as part of the town. Once you've done that you can build the shrine for a +3 mana/turn boost. Also take the attuned trait. It's awesome.
+ general wizardry equipment overall. Getting a little sick of every single one of my sovs having to conform to the 'warrior' arch type just to be a valid force.
I think they decided it was a little OP. I mean think about it, shell out the gold for all the movement enhancing stuff ONCE and then your army will move at max speed forever. Where as everybody that doesn't have that trait would have to buy the same items for every single unit in the army to get the same effect. This would make it a must have ability and removes some of the choice in sov design.
this should be fixed but in all honesty, why are you walking around with your sov on his own? That's asking for trouble.
I should point out that this happend before 1.09r was released. Phantom patches and now I have that 2.0GB patch size bug that people have been saying about. First time I've seen it.
So I just fired up elemental to start a new game and was welcomed by the "MAJOR UPDATE AVAILABLE" popup. I was already at 1.09q so that was kind of strange. Impulse showed the update as only 18.80 KB. Has anybody else had this happen?
You need a minimum int rating to be able to cast most spells.
When you look at the kids of you and the other sovs their tooltip says what place they are in the line of succession. So i'm guessing that stardock have atleast thought about this at some point. Let's have high hopes for 1.2 or the first expansion hey :)
I feel it adds alot to the atmosphere with the monsters being like they are now. Afterall why would your people follow you if they could quite happily protect themselves? Does anybody have any comments on the stability of the new build? I got a crash every hour or so in 1.09p and i'm wondering if that's been improved upon much.
The incentive here is something that I readily agree with. Magic is very powerful for a long stretch of the game but it seems to loose itself at points that dont make any sense. At the beginning of the game if you focus entirely on magic you wouldn't be able to kill so much as a single wolf on your own. The damage spells just take too long to reach in that regarde. Give us something like flame dart to begin the game with. And don't forget that the people are supposed to be fol
Shards are powerful enough if you count magic as a force to be reckoned with. For instance in one game I started with three air shards within four tiles of my city. This meant i had a load of mana, but it also meant that I could pretty much take out an entire army in the first turn for a large portion of the game.
So you mean like galciv where if you build anything before the population reaches a certain level the upkeep costs you more than the taxing of the people generates?
I dont think food should be anymore abundant than it already is. Simple fact is that it's the new limiting factor, it has completely replaced essence in that regard which is a real shame.
It's a nice idea. For now however there are two spells in the mobility book that can get you out very quickly. Escape - obviously Blink - Blink next to the escape tile and then walk out.
Having a settlment besieged would make sense. Force your opponent to sally forth to face you outside their city or loose all the resources it produces. In this way walls would be more for holding out until reinforcements arrive than what they are now which is a structure that prettymuch gives every friendly unit a magical forcefield for no real reason. I'd also like to see walls appear on the tactical map, but that may be a little too far off the rails for this
Should get even better with some more time. They, unlike most game development companies, are really really listening to us. Not just saying they're listening to us. Really looking forward to v1.1 in its finished state.
I agree it expands a bit too quickly. Perhaps it should only expand when the town gains a level? In the meantime however you can just get a peace treaty with the AI and then go gallavanting through it's lands all you please.
There's a setting in the options menu that lets you set what threshold battles will be auto-decided without bothering you. Set it to 0. Also you can only have one ring now, which IMO has gone too far the other way. What self respecting megalomaniac only wears one ring?