[quote who="BlackRainZ" reply="20" id="3051436"] I understand that the first 100 turns are just the setup but what does that have to do with a 99 turn non aggression pact. Are you saying that everyone is going to do a Non aggression pact within the first few turns and so it wont matter that it is 99 turns because the first 100 turns are slow (my question mark on my keyboard is not working)[/quote] Pretty sure he wasn't saying "the first 100 turns are slow" but that the entire
Sanati
[quote who="Frogboy" reply="9" id="3049606"] Wow. Sorry but I don't think most people would concur with that. There's land, it shares a similar art style. But that's about it. I guess we'll just have to wait until the beta.[/quote] To be clear I wasn't talking about gameplay, like I said I'd have to play to be sure, but on the surface you can not deny the "games" look nearly identical. It's not "similar art styles." You have the same terrain, the
I'd really have to play it to know for sure. From what I've seen in screens and videos it essentially looks like a WoM mod. It's the same core game, the same major assets, the same layout, it's just been modded a bit (or a lot) with some alternate gameplay rules and some new spells and monsters. Basically if you look at FE screens next to WoM screens, you can't really tell the difference, other than some purple terrain and some UI changes, so I think passing it off as a "n
[quote who="Rath3130" reply="14" id="3000816"] May I direct your attention to a thread by Zubaz; https://forums.elementalgame.com/409988. That is all that really need be said. I vote for equality.[/quote] If you think I'm asking about chainmail bikinis I am not (and I would be annoyed if that was what they went with). Simply full body armor that actually fits on the female model instead of hanging off 6 inches on each side and floating above their shoulders would be a drastic
When you say "sexier armor" I hope you mean females will actually have their own armor models this time and wont look like they are running around in an armored fat-suit.
To be completely honest, that looks like crap. Floating treetops and transparent cacti, not good. It also looks way too mechanical and not natural at all, it's a completely straight and uniform line, if you are going to make the dark part foggy then make the edge foggy as well. The fog should cover things up, it shouldn't just end and then 10 feet away have partially transparent objects popping into view. Sorry, it just looks terrible to me.
No offense, but I haven't played this game in a while and I'm pretty bad at it, but playing a couple matches on normal since 1.39 the AI has not even put up the semblance of a challenge. They haven't even attacked one of my cities. They demand money, I refuse, they declare war, then they park some really weak army not far from a city and then do nothing. I can then casually bring my sov over alone and enter battle, then kill their entire army in one or two turns with AoE spells. T
There is a quest to get the other books. I know in a recent game I played I got like a level 3 or 4 quest that rewarded my sov with the terraforming spellbook. Considering how few quests there are I imagine it shouldn't be hard to get in most games.
[quote who="DsRaider" reply="4" id="2992747"]Combine this with the fact the AI goes for quantity over quality and voila we have the problem. [/quote] I think the problem here is the opposite. The AI doesn't realize when it's beneficial to not build the best units possible and instead builder larger groups of slightly weaker units at lower cost. I think the AI should always prioritize unit size over gear. High armor can be effective if all you are fighting is trash, but the AI
I haven't played in a while so I don't know if some of these are older issues or not. The AI has serious city building issues. Every enemy city I ran across had like 30+ monuments and almost nothing else. After the AI researches more expensive equipment they revert to making the smallest unit sizes exclusively. They have very little health and no matter how great their gear they die very quickly from range against cheap archers or in a single AoE spell from a caster.</
Interesting. I guess my original issue was fixed at some point and a new issue with identical symptoms replaced it and then was fixed with the recent beta patch. Was able to play for a good 3 or so hours today without crashing. Until I started picking up better goodie huts that is, some level 3 or 4 goodie hut crashed me, but I see that was reported in another thread. Edit: I take that back. I was just lucky for 3 hours. Still getting end-turn crashes, just got one after 30 minutes of
Many patches ago there was a patch that introduced the crashing for me and I believe many others. Was something like 1.09U. Before that patch the game was completely stable for me, after that patch it randomly crashes all the time no matter what settings or map sizes I use. It's unplayable IMO. Every few patches I come back to see if it's been fixed, but it obviously hasn't been yet. I played for like 10 minutes today before I crashed, and now I'm going to delete the game yet
[quote who="Coby90" reply="5" id="2849995"]It wouldn't add a rush factor, it would add more to realism.[/quote] I don't like realism in my games. There would definitely be a rush factor, if you only have a character for so many turns then you have to rush to make them powerful and use them in combat before they keel over. [quote who="Coby90" reply="5" id="2849995"]If you need a entire army of hero's, then to me that is not how the game should be played. Army's should be made u
The AI is still terrible, only casts a few select spells, and definitely still gets "stuck" on city borders or even out in the middle of nowhere. That's assuming you can play long enough without crashing to notice.
[quote who="Coby90" reply="3" id="2849632"]right now the kids are just useless eye-candy.[/quote] They are far from useless or eyecandy. They are fugly little runts, but they are essentially free imbued champions, able to cast every spell without having to pay an upkeep to do so. Get a big enough line with a lot of sons and you can make an army of spell casters. I definitely agree with adding more to them, like arranged marriages with other champions or whatever
I didn't watch the clip. It's sort of amazing you got 14 minutes of 1.1 gameplay without a crash. That rarely happens for me. I'm not going to watch somebody else have fun with a game I can't really even play right now. [quote who="Aeon221" reply="6" id="2849306"]You also spent time research magic. Magic has one tech and one tree worth researching -- shard harvesting, and the arcane equipment line. You didn't have the money (or the crystal) for magic gear, and you already had shard ha
You can escape from any of them? I thought you needed a spell to do that.
There are multiple buildings that multiply the effects of each resource. Build a city near food sources and there are buildings that multiply food for that city by 15% and 25% and even one that adds 100% (it's in the adventuring tree). It's the same for every resource (except horses/worgs I guess). Not much for shards though. I like your ideas there a lot.
Further weapon and armor specialization. Maybe one faction really likes bows and has limited melee options, maybe that same faction doesn't like metal at all and instead has better leather armor options (like with increased dodge). Another faction might be focused on spears and not have access to shields. Could pretty much flavor each faction with a specific weapon type and associated techs. Some factions might favor certain tech trees, so much so that other trees might not even be vi
http://home.roadrunner.com/~irealms/debug2.err Another. This time I had just got a tech popup and I picked "Academies" under Imperium and it crashed as soon as I clicked "Continue." When I loaded the last autosave it did not crash after I picked the same tech. BTW while typing this I hear rain and thunder from the game even though it's minimized, I don't hear any other sounds or music.
Been crashing a lot since like 1.09u or around there, like I can't play an hour without crashing. This one happened I think right when a new turn was starting. http://home.roadrunner.com/~irealms/debug.err
All my custom Sovs and factions were automatically deleted when I updated from 1.09w to 1.10. So, ya...
Currently the terrain spread by empire and kingdom zone of control is almost purely cosmetic. I believe there are some combat adjustments (small bonus/penalty) but that's about it. I have an idea to expand on the system to make it and the resource system a little more interesting. As is resources exist on the map no matter what sort of terrain surrounds them, fertile land is apparently fertile even in deserts and wastelands, and the only way to claim them is to expand your ZoC over th
[quote who="Lord Xia" reply="5" id="2845652"] Quoting Sanati, reply 3Actually it makes a lot of sense since that's what the weapons were basically designed to do. It's why they are called "piercing" weapons. Daggers are meant to slip through the gaps in armor, arrows and crossbow bolts can easily punch through plate armor, and a good sharp and strong spear can impale anything. Armor is meant to deflect slashing attacks and soften blunt attacks. This is so wro
Are you guys playing the beta? A lot of these suggestions are already in, or there's something similar. I don't know about multi-turn spells, I don't think it would really work well. It's easy to get 6+ AP, and if it doesn't take at least 4 turns to cast then it would be somewhat meaningless since that's how long it takes standard units to reach and attack your casters. Meaning without +speed items it would take like 8 turns to cast which is ridiculous, and speed would suddenly become