Well, I think that Earth Based spells "could" be temporary, OR could require a constant mana burn to keep active. If you decide to "regain" that lost mana, your spell will deactivate, which means that the land will slowly fold back to its original "intended" form. probably within 5-10 turns or so, depending on how CHANGED the land was, it will all be largely back to normal. Although you might find a random giant eagle's nest to have formed in the middle of your grassland xD
Tasunke
I had a preOrder version visible on my games, and then it ... um ... dissapeared? I think I *might* have selected to hide the application. Is the only way to unhide an application to re-register the game??
Tasunke-> mounted units recieve +2 attack, +2 movement, and +4 morale Cerevox-> Necromantic spells cost 20% less mana, Undead soldiers cost 20% less upkeep
[quote who="Juvantei" reply="79" id="2556774"]In every profession, I wasn't saying that every suggestion was connected within the same profession simultaneously you don't have to pick every suggestion, I was just throwing out ideas within the profession that you can pick. [/quote] ... Im confused. Rephrase please? It sounds like you are making corrections for some post you have posted in this thread previously, yet I see no such post. The later part of the sentence makes
Nomadic Herdsman/Warrior Animal tamer - Mounted Fighters *trained* faster, starts with horse resources, Diplo Bonus to NPC magial creatures (at least the magical mounts like Wyverns, UmberDroths, and Dragonflys) ... probably extra wild animal resources to harvest.
Hmm, nice avatar. Anyways, what I was saying is that "time bars" and such seem like some-what of a waste. As well as city improvements which increase your time per turn imho. Simultaneous Turns -> Yes, everyone should be able to work at the same time Simultaneous Tactical Battles -> Yes, everyone should be able to fight their wars at the same time Adventuring Party-- Here is where we might have more agreement. I think that an Adventuring Pa
[quote who="drrob" reply="27" id="2556766"]So is the regular manual a dummed down version of the LE manual? ie: Regular manual - Shards : Shards are good. You want them. Limited Edition - Shards : Shards (the base of magic in EWoM) are vital to all aspects of the game. The RNG places shards at coordinates Z,Y,Z (which can me manipulated by following the formula on P.199) and can be harvested in 7 unique
Hmmm, this reminds me of an interesting quote from a book, ect. Wide roads are a sign of military usage, thin and snaky roads are a sign of a more peaceful individual. Warlike Nations are going to historically be better at building roads, and have a greater desire to build roads. Especially large, smoothly paved, wide roads. Yes, Roads are good for trade and economy, but the primary focus of any Large Road Network is for military usages. The American Interstate was initially c
Well yea, I guess 20,000 or so soldiers for each side might be a Hard Cap. It might be higher or lower than that though.
Lets say I go into impulse, go to My Games, and click "hide application". How do I get that application to be visible once more. Also, has the beta update occurred yet? allowing others to install the beta?
Okay ... so I was clicking on my Elemental Pre-Order .... and it DISSAPEARED!!! how did this happen???? Im going to initially assume that I clicked "hide application" - how do I Unhide things?
This. Is. Amazing. I WANT!!! much, much, MUCH better than the last, truly an epitome of Design. I like the fact we get a Dragon, how big is the dragon? Edit: Where and When can I upgrade?
more combos from Moi Slaver-(slave market courtesy of Luckmann) -> Plantation Owner - Farms and Orchards gain increased food yields Slaver- "" "" -> Warlord-can train slave soldiers (decreased HP and morale, much cheaper) Slaver- "" "" -> Minister- can build Colliseums, prestige bonus for city, large. Slaver- "" "" -> Merchant- can build an improved Slavers Market (Slavers Forum) that increases trade income and static monetary gain (keeps former bon
ahhh, different fields of work combined with the same JOB! Brilliant! would only work in some cases though. Crystology- increased output from shards, + Alchemist - can transform shard output into raw materials, or gold Artisan- markets and trade routes increased gold production + Alchemist - Starts with Crafting skill "Expert" for magical potions. Crystology- increased output from shards + Warlord- number of shards affects/increases morale of all troops Soldier
I hope you mean a soft cap ... in any case, if the "Defenders" are holding a fort, and the giant army only has a limited seige, and manages to make only one (or even several) breaches in the walls ... then the Defenders have the advantage of morale, supply, and defense. Only so many attackers can enter the breach at a time, so there is a better chance for the attackers to suffer more in morale and stamina as more and more allied soldiers are sent to their doom. The constraints on tact
[quote who="Shurdus" reply="69" id="2556478"]We could probably get into a lengthy discussion into what makes a courtier, and I see your point. I would argue that knowing the ways of a profession is more about knowing what to do and when, while skills in diplomacy is more something like having a fluent speach and the ability to convince others of your ways. Note that the two have little to do with each other. An experienced courtier knows how to pull some strings in order to get things done. A
Crossbows = more expensive equipment Longbows = much longer training times weapons/armor = attack and defense High level units = more HP and faster attack sped some "super weapons" will probably be stronger with higher level Soldiers. Something like +10% HP, +1 HP regen per kill, +2 attack speed ... and every 5 levels it adds +1 attack and +1 defense, and at level 20 it adds +3 attack (extra), and at level 30 it adds +50% damage. A
Mini Games that affect gameplay in SMALL or INCONSEQUENTIAL ways. For instance, we play a card-game or something in-game, we bet on it in gold, whoever wins gets teh gold. Gold is something quick and easy, which can be used in such minigames. As well as traderoute bonuses/effectivness, one-time bonus/malus of prestige, et all.
Ex Draconum - There are four basic Alignments of species: Lizards, Snakes, Dragons, and Saurians/Dinosaurs Each Alignment has various factions depending on specific race and abilities. The most basic Lizard race would be the Iguanids- Ice and Arcane Life magics, Powerful Champions, weak troops (magic and research bonus) stronger magic, faster magic research, faster normal research ... properly trained troops can be moderate or p
Well, the Order of TC's is nice, but I think if Battle A is between players X and Y, and Battle C is between Players Q and Z, then the X-Y battle and the Q-Z battle should be able to be fought simultaneously .... and all other players can choose to watch either X-Y or Q-Z. I definitely think multiple TCs should be able to be fought simultaneously (if no overlap in player involvement)
Hmmm, I would rather have ALL combat be done within the tactical battle than have severely powerful Overland spells. The stack attack phenomena is largely unavoidable, and it makes people like Chalid simply OP in *most* regards :p There is a funny story of someone with 5x the better economy AND ARMY quitting because I was using Chalid effectively.
Now that I think about it, if your able to raise a peasant army, with good terrain tactics/ect, you might have a chance to at least give the Invaders more losses than they would otherwise recieve. Still, no matter what you are being invaded with, having a peasant army hastily recruited would be better than no army at all. Consider this. Lets assume that all the Weapons you make are 7 attack, and all Armors you make are 10 defense. So you have limited troops because it takes a
Well, if we are doing "Simultaneous Orders" as well (or even if not) we should probably have a "Zone of Control" for armies. If two armies' Zones of Control intersect, some type of interaction commences. (if Neutral or Friendly, diplomacy ensues) (If Hostile, Combat ensues ... after you select wether to Auto-resolve, Tactical-map-fight, or Retreat) if both armies that are hostile select Retreat, then they both move back towards the nearest friendly city for remnant of movement points.
Ooookay .... but I would like to construct ACTUAL fortresses as well. they are used all the time ... smaller than castles, little to no civilian population ... an oversized military outpost with thick walls and (in later eras) lots of cannonfire. I suppose this brings me back to wishing Keeps and Fortresses had turrets, and that if you built a city attached to a Fort it could upgrade into a Keep. However, there are fortresses of all sizes ... and I would like to see de
There will be horse cavalry. Hopefully there will also be rare Dragonfly cavalry, and even more rare Wyvern cavalry. Even the odd Champion or Sovereign riding an Umberdroth (likely accompanied by several lesser Umberdrtoh). Sions will allow magical support, at least for certain powerful Fallen Sovereigns. It would be nice to be able to attach a medical kit to certain units. Perhaps medical kits should be more expensive than their effectiveness, and grant a Radius of coverage,