[quote who="cfehunter" reply="2" id="2839508"]Normal armor should give you NO magical resistance, high intellect for your heroes and enchanted armor for your troops is what should give you magical resistance.[/quote] This right here, with the caveat that some spells should still do physical damage which are applied to the traditional melee combat mechanics (Things like hurl boulder for example).
Malsqueek
[quote who="Wintersong" reply="2" id="2839677"]Now we need a thread about when will be the 1st expansion. [/quote] I suspect we won't be waiting too far into March for that one, but let's see if we can't get Elemental totally stable before we go adding new features. ;)
I largely agree with everything here, except I would suggest having specific new buildings doing the bulk of the production enhancement. At this point, we run out of interesting things for our cities to be doing REALLY fast, and I think that more choices would only improve the game as concerns its city aspect. Put in Blacksmiths which increase the per turn materials/metals use (I really like that idea, by the way), and make more level 4-5 super specialized buildings whi
[quote who="CHiZZoPs" reply="1" id="2839395"]Basically, he points out that the speed of production does not differ at all between cities of different size. Considering that you can create an outpost right by your enemies and begin to produce soldiers/buildings just as quickly as you could in your capital bears serious consideration. Jpmcconnell provides some solutions for this in his post.[/quote] I saw that thread last night, and agree pretty much entirely with it. I w
Holy Stable interface Batman! I played for two hours and the only crashes I got were totally unrelated to game play. I would say at this point, you guys are pretty close to having the core of the game dialed in; now for the tweaks. [b]Notable Points of my experience with 1.09q thus far;[/b] [b]Starting with 5 Materials[/b] - Huge help. Only one turn of unavoidable down time in city development while I waited for a fifth popu
I think we are stable enough now that the rushing pop-ups are starting to cause an issue. I hit "next turn" and the computer alerted me to a bear attacking my scouting peasant. Because there were only two models it initiated auto-resolve automatically, but at the same time, I needed to select a new spell and one of my cities had empty queues. I could maneuver around the world, select units, and issue orders, but for a good two minutes, I was unabl
[quote who="CHiZZoPs" reply="11" id="2839140"]Anyone else had new gold mines pop up after reloading? I found a place with a gold mine and headed there with a pioneer. By the time I finally got there to colonize I had to reload the game multiple times, and now there are three gold mines there! Woohoo![/quote] I have something similar with 3 gold mines a crystal mine and a ventri mine in one of my bugged games also. My city JUST fit into the middle of them.
Frankly, I think that actions like attacks and spells should have stricter action point costs than they do. For instance; All spells should require 100% of your remaining action points, but no less than 50% of your total. Ranged Attacks should require 100% of your remaining action points, but no less than 50% of your total. Melee Attacks should require 50% of your total action points. Movement requires 1 square per space. </
To those of you waiting for 1.1 to start playing again, I suspect that once they get the 1.09 beta stability issues out of the way you are going to enjoy this game a heck of a lot more. It still needs some work, to be sure, but it is actually fun to play now (even with the crashes).
As I replace my Peasant town guardians, they get sent off on their "long walk". Set them on auto explore and let them wander until they are killed.
Get ready to break through the fun barrier, despite the increased number of crashes. These beta patches have me playing again for the first time since September.
I understand what you are getting at, and I agree that magic is perhaps not as useful in game as it could be. However, a more robust spell book with Int limitations on the better spells will go a long way here. Additionally, if we get the talents system for champions that many people have been asking for, that problem will self resolve. There isn't any really compelling reason to prevent warrior-focused casters access to spells, but a proper execu
[quote who="rossanderson48" reply="12" id="2838412"] This startup is really NO DIFFERENT than Master of Magic startup. [/quote] I don't know how many times I have to repeat this point for people to understand the words coming out of my virtual mouth. The first 30 turns of Elemental have too much wasted Production (turns during which you are not producing something and receiving no benefit for it), and not enough legitimate choices. Turn one, you either wast
[quote who="rossanderson48" reply="6" id="2837382"] If they want easy they can play the baby easy game startup then. Also no free distribution of materials or anything at the start. Make the player bite their nails and hope they can survive until they can get these things. Too many already complain about how easy the game becomes no use making it easier from the start.[/quote] See. There is a difference between "making every decision count" at the beginning and "not hav
Is it possible then that it is linked to the Autosave function?
I was playing a new game today, and saw a darkling and wolf pair approaching a city of mine which only had one defender. I teleported my sovereign next to it, and walked in to give support. As I issued the order for her to move the combat initiated. I won handily with no losses, and at the end of combat I no longer had a sovereign. I'm going to try to replicate it and save right before.
The +1 tech and arcane research are the only two that I consider worthwhile of the +some resource because of the 10-15 turn head start you get on BOTH research progressions (usually it would be about 10-15 turns to get one developed).
http://filebin.ca/oumcoj/Busted.EleSav Link to my save game. This is actually during the turn that I cannot advance from. I can probably give you the previous autosave as well if needed. Note that you can do jsut about anything except "end turn". Thanks guys!
Indeed. When I said "It needs to change" I meant it's a bit silly that you can't later find them available in some Level 5 quest somewhere. Seriously, you neglect Enchantment book at creation and you never ever EVER learn how to enchant, even after you are plucking unwilling vicious spirits of fire from the ether to inhabit bodies made of magma extruded from the living ground in the middle of a grassland? No +1 food for enchanted city when you are capable of literally e
So, I've been mulling this over for a while now, and am finally ready to put some concrete ideas out there on the matter. We are supposed to have the capacity to use one or two huge cities as effectively as a horde of lesser cities as a compelling game play option. The implementation of some cooler high-end buildings, the recent changes in population, and the new gold taxation stuff all go a long way to making this balance out. The one thing that we still have quite lit
Well, my first son just came of age, and does have the "starts the game with two sentinel units" ability, but those two units did not spawn. They werent in the side list, the city with him. Nowhere. That may be the problem.
Interesting. I am a custom sovereign with "Warlord" playing Capitar, and its probably about time for my second son to have grown up. I'll look at that when I get home and post back.
Like the title says. I can interact with the game stuff, go to the shop and buy things for my heroes, queue new training and building, zoom in and out to cloth map, even save my game. I just can't hit "end turn". I've tried from the previous autosave, from the previous save, and reloaded the save from the turn it was frozen, and it is a consistent hangup. How should I post the savegame?
I also loved playing "Pax Imperia; Eminent Domain". It is a real-time space dominance game. It came out in the late 1990's, so you might even be able to find it on an abandonware site somewhere. My roommates and I used to play it like mad. It still ahs a couple bugs, but its a really fun, solid game.
[quote who="Wizard1200" reply="12" id="2836787"] I think the trolls could be persuaded that the people of the city have already killed many trolls and it would be only fair if the trolls raze the city to revenge their brothers and sisters. The Diplomacy tech tree could unlock different options for the Diplomatic Capital: - Persuade wandering monsters to move away from own cities (basic) - Persuade wandering monsters to attack enemy cities (upgrade) - Pers