[quote]+ general wizardry equipment overall.[/quote]Agreed! Wizard robes, wizard staffs... The whole blooming shebang!
-WhiteElk
I meant that the majority of tactical battles that I attempted to play, used to crash my under spec'd computer. Now they don't :~) Not a single TacBat crash in over a dozen battles.
I don't know which update allowed this to be, but I have been able to play every_single tactical battle I have entered so far! This used to not be the case. I am currently playing on a system which does not meet the min specs. So I am exceedingly happy that the tactical battles appear to be available for me. The battles occur in slooow motion, but at least I can play them now! Who woulda thought that a high profile game made in 2010 would be able to be played&nbs
Just played one v1.09r game so far. Janusk appeared as usual. But I've seen only one other hero despite having learned a hero spawning tech, and having done a fair amount of exploring. Too few games to know if that's an anomaly.
[quote who="cfehunter" reply="1" id="2839495"]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? [/quote]I haven't played GalCiv. It might be similar. I'm thinking along the lines that new cities incur cost ( drains the empires treasury ). Eventually, as a cities population is increased, the tax income will break even with the costs ( no drai
That happened to me last update. I fired up the game to play and saw a popup for v1.08. But when I got to the Impulse page, it was actually for v1.09p. I suppose that popup is just not updated for the new versions.
Just wanted to add something regarding the immersion factor as relates to the sudden appearence of resources.. In the real world new resources do appear where once there was thought to be none. ex: Erosion wears away at the earth for years. Then one day an enscarpment falls away and a glimpse of a mineral vein becomes exposed. Then someone has to put eyes to it and know what they are seeing for it to be 'discovered'. In my backcountry travels, I
City Spamming Infinite City Sprawl, is somewhat addressed with city size pre-reqs for buildings. I'm in favor of this sort of ICS balancer. But I am Not in favor of methods which reduce player choice. As I think resource rarity does. But the city size pre-reqs aren't quite enough on their own. So how about a slight increase in tax income for larger cities, while having smaller cities&nbs
[quote who="KingHobbit" reply="21" id="2837857"]...why would it make sense to have 15 cities in 100 turns... have miles between my cities, not 3 squares.[/quote] This isn't even close to what I'm looking for. In EWoM, I'm looking for 3 core cities to be established by turn 100. 3 fat cities growing towards metropolises. Then depending upon each games circumstance, I might seek to settle a couple outposts by that point. I think that quite reasonable, a
[quote who="Frogboy" reply="6" id="2837676"]From here on out, it's lkely to be bug fixes/balance. [/quote]Is there any chance of a non-animation option for tactical battles? Or some optimization for the lower end machines? I see this as a bonus, not something expected. I already appreciate the work you've done to make the game accesable on lower end machines. I don't know how complicated it is to turn off the animations etc so I can't gauge the feasibility of
[quote who="Quacko" reply="4" id="2837697"]No 1.1 update before Christmas? I was going to spend tons of hours on my break playing around with it! Great support and I will keep telling my friends about elemental but that did make me a little sad. [/quote]I don't see where he says v1.1 won't make it before Christmas. I just see that the demo is being held back. I think there is motivation to release v1.1 in time for Christmas. That's what I'm te
I'm missing it ;~p The cumulative time many of us spend looking for the change logs, makes me think they are worthy of a sticky.
[quote who="rossanderson48" reply="17" id="2837395"] Quoting Trojasmic, reply 3 "do not add more food. this game is finally starting to have the right food balance. we don't want city spam." EXACTLY NO MORE FOOD RESOURCES. Make it take a LOOOOOOOOOOOOOOOOOOOONGGGG time to build up cities. We don't want level 3+ cities all over the maps in 50 turns or less. This is what the food adjustments were all about to prevent stupid noob city s
I see wisdom in your post tanafres and agree to a point. But by barebones I mean something which gives us some clue as to what aspects of the game are to be featured and when. Such as.. will Dynasty be largely delayed until expansion 2; will improved Diplomacy be featured in xp1 etc. It would be helpful to know the ballpark boundries before taking our turn at bat. The devs do read what we write, so I'd like to narrow down the sharing of my thoughts
Yes! Personalized choice is best! A slider for resource appearance I would warmly welcome! And I too like to mix up my gaming... particularly for a game I play over the course of years as I foresee with EWoM. Sometimes I will want a resource poor challenge, other times I want a world which supports empire building on a grand scale (not just for me but also for my opponents). At the moment though, all my games are the same... a grind to make the best of
Nice of you to share your opinion Redaxe. I got one to. It varies from yours. Though for whatever reason, I don't find the need to characterize you in the way you have characterized others. You think the game sucks. I have found enjoyment with it. You call it a disaster. I see it as an emerging success story of product support done well. You don't see the value in Stardocks accessibility. I do. I think Derek Paxton is ideal in h
When you go into the Faction Creator (Main Menu/Workshop), there are some techs which you can customize your faction to begin the game with. These techs are Kingdom and Empire specific. Kingdom and Empires have their own tech trees. So if you customize your faction to have an Empire tech, but you choose to play as a Kingdom, you will not receive the Empire tech. To get the Empire techs you must play an Empire faction, and vic versa. I've researched which techs
I like it Rogue! It perturbed me that I needed a tech to avoid being hassled by my watchdogs. And I was further perturbed that once I learned the tech, they still hassled me! So... units can fortify /Guard from the get go. But they don't get a defensive bonus until the prereq tech is learned. Might as well throw in a heal feature as well. When healing a unit gains no defensive benefit, and maybe even gets a penalty? Requires the same tech as
As soon as I find a suitable location ( at least One resource of Any type, at this point... I keep getting resource poor maps! ). So of late, it is oftentimes that the nearest, and sometimes Only, suitable location is a neighbors capital. So depending on the skill sets and gear of my Soveriegn and theirs... this may occur early or take a while. If I can find the resources, I generally want to establish a second city ASAP. On
Ever since v1.09n I've had a long string of especially resource poor maps. In general, researching the resource bearing techs has_Not resulted in new resources. I've explored deep both pre and post tech. Then there are the few times where the resources are better balanced... few here and there. Enough to work with, but not so much that I'm missing out on the early games "tough choices". I'm all for variety and the tough choices it allows. However in mo
When you Fortify a unit, the player is still prompted to assign a task to that unit each and every turn. I'd very much like to fortify and forget my stationary watch dog units. AND have them notify me when something enters their range of vision. At times I have a great many units afield. Being able to take my watchdogs out of the unit move queue would reduce some of the mass move fatigue I experience with games like EWoM and Civ. Units that are fortified could be
[quote who="pad152" reply="1" id="2836806"]You can make a medic (unit with medical backpack) and stock up on Nectar & Salt Pork from the shop. [/quote] Wait.. so the medic pack heals other units in a stack? I've always skipped this tech as I've had other priorities and thought the kit only healed the unit it was assigned to. If it heals other units, I will quite enjoy designing some battle medics. Once we are able to cast healing on the strat map
An interesting and valued read Derek. TY So how concrete is the first expansions design? Do we still have time for feature input? How much time? Can you share a barebones version of the design doc to help marshal our collective creativity? Can you give us a range of what sorts of things are potentually possible for expansion #1 vs what must wait till #2+?
It may be that this problem applies to all of the new faction starting techs. I created a custom faction with the Wanderlust, Cartographers, and Habitation techs. Had a non-EWOM related crash a couple turns in, then came back and found a new Fertile Land, Arcane Temple, and Crystal Crag. My Notables level had also increased. New goody huts appeared. And a Darkling Camp spawned nearby. In my previous game where Magnar
[quote who="Gwenio1" reply="9" id="2836388"]Nah, it would just need a popup to select the duration. After that it is pretty much the same (it would start at the selected time rather than 99).[/quote] I suppose you would use the same formula which tells the AI what value to place on the NAT? Then write an equation to calculate the various duration increments? I haven't written code since Apple BASIC on an AppleIIe lol, but I guessed that cloning then modifyin