The folder "C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - War of Magic" in my computer has 833,432 files in it and takes up 3.34 BG of space. Is this normal? I am thinking this is probably not normal. It took my computer about as long as it took me to make and eat dinner to tell me this when I right clicked on the folder and clicked properties. Could this explain why it takes over a half an hour for the game to load for me?
timothydelisle
I have found the portion of the button where you click to collapse t he two sets of icons that run down the left side of the screen that display your recruited NPCs and your cities small and difficult to click on. I can do it, but it seems the active part of the button that responds to clicking is very very small. Another button that acts similarly is the little arrow above a unit's picture to eject them from a city. It seems to have to be clicked right on center or th
I've noticed the same thing. However, it has let me select the Lost Library then click on empty land next to it in my city and it builds an invisible one. I have 4 in one city now. You can even build other things on top of them, being invisible and all. It really is a Lost library.
This is also effecting the window that comes up when research has been completed, and the battle results window.
I played the game in windowed mode for the first time yesterday and in that mode the backgrounds for some windows are missing. They simply display the white text hovering over the cloth map. The windows effected are the one where you choose an improvement to build, and the city information window that you get to from clicking the city's medalion at the bottom of the screen. After switching back to full screen mode the problem was not fixed. It was also not fi
I've had the same thing happen to me where houses dissapear when the city levels up rather than them upgrading.
The only thing about this version that has dissapointed me is that the other soverigns don't seem to be interested in attacking me. They declare war, but they never send any troops to do anything about it. In the last version they attacked me every few turns when we were at war, that was more fun. Now the only difference being at war seems to have it the games I have played is that it gives me the ability to roam around in their land.
I saw that happen too, when a city gets to level 5, it looses 500 people, or at least all of mine have.
On this subject, I did notice that I had a game where a pioneer sent out to a crystal shard only gave half a crystal, and even after many many turns I did not gain any crystals at the top of the screen, nor was I able to cast spells dependent on that crystal. Once I sent a second pioneer to that crystal after reading this post, I got a total of one crystal, and was able to cast spells. I thought maybe this was intentional and seemed to indicate that some resources required more th
Most of the quests I have seen so far have several options in them already.
[quote]Forests are just too plentiful [/quote] So what about this. Wood gathering buildings that are within cities practice responsible foresting techniques and the resource supplies wood forever. The type that pioneers can build wipes out a square of forest after a set amount of time. So, you either need to send a new pioneer to harvest a new square of forest or you need to cast a create forest spell. Maybe the other option is something like <a id="ctl
That all sounds good to me.
I'd like to see the pioneer have the ability to build on forest squares and gather wood resources in addition to the types of squares they can already build on.
I like the idea of the buildings being a quarter of the size they currently are. Right now it does seem like they take up a lot of physical space. Even though a villa that can hold almost a hundred people with housing refinements in implied comfort oughta be fairly large, it seems funny that they are almost as large as some of the surrounding mountains.
I think it would be nice to be able to create new items you could give your soverign later in the game. There could be some sort of specialised building that you could only build in your capital city that would, at fairly high resource and gold cost, allow you to construct items, weapons, armor, rings and whatnot for you soverign, their spawn, and your champions. This way you wouldn't have to worry quite as much about what they start with and hoping they stumble across a nice swor
I recently played through a game where I got four cities to level five. On the turn that each of them reached 1000 citizens and leveled up the population of them suddenly dropped to 500 then slowly started growing from that point again. They all reached level 5 at different times. I am also seeing a problem that when the cities get to level five the number of options I have for city upgrades is so large it goes off the top of the screen and many of the icons cannot be seen
I replied to another post that I've noticed the same thing. My games always seem to load if I restart my computer first before attempting to load them though. I'm not sure what this would indicate.
I've noticed this same thing. It seems to me that the longer I play, the less likely a saved game is to load. However, if I restart my computer they almost always load. Sometimes they take a good five minutes or more though.
I think this idea sounds really fun. Especially with the comments RikazeMA added to it in reply #6. I would really enjoy a feature like this, so long as these rare items were realisticly obtainable. I would have to categorize myself as a casual gamer as I generally can only dedicate a few hours a week to spendin
[quote]And now the stupid question: why ressources should be handled differently from gold? Gold is a global ressource that can be spend immediatly on any of your cities on the map or on the upkeep of any of your unit anywhere on the map. And each city produces gold that is added immediatly to your treasury (no tax officers doing the trip from city to your capitol to bring gold).[/quote] It wouldn't be handled any differently. Like I said before, if a turn is a few mo
[quote who="John_Hughes" reply="143" id="2582401"]Will the required Infrastructure still be needed in any town that requests a unit to be built? Except horses of course... Example, I own 2 Towns seperated by 50 miles (abstract). Town 1 owns resource Iron, a Forge and a Smithy. It has also coralled somes Horses for use. Town 2 is quite new and does not yet have anything but "Global" food to this point. But I just discovered a Bandit Camp on the
I read a lot of the multiplayer related posts and I hope I'm not repeating anything someone has already suggested. Anyway, here goes. I think the multiplay function could be a sort of a hybrid between realtime and turn based. Everyone could take turns at the same time. Turns would not be required to match up one on one. Meaning in the time it takes one player to take one turn, another player might have completed three. Conflicts, in
Several games that I have played so far have suddenly had the city upkeep costs shoot up into hundreds and hundreds per turn. Usually this happens right after starting a new city, but sometimes it happens for no reason I can find at all. This last game I was just playing that upkeep jumped from about 30 per turn to 720. I went broke pretty quick after that and all my armies deserted. I'm not even really sure how the city upkeep thing works, am I missing something that