They said they are doing weekly updates and we really only have 10 Thursdays left until August 24th. If we are going all the way up to a beta 4, then they don't have much time for Cs or Ds. You'll notice that beta 2 link lists custom sovs as 2B yet we are going to get it in 2A. They need to step it up, I'm still worried we aren't going to have enough time to properly test everything.
Sanati
[quote who="Tormy-" reply="169" id="2654177"]This is a strategy game, isn't it? [/quote] So is Ogre Battle and HoMM, you can't build any cities in those games. Not all strategy games have to be the same. Civilization and FfH are the games you play to build 50 cities, I was drawn to Elemental because they talked about how the game was based on building a much smaller number of cities. [quote who="OsirisDawn" reply="171" id="2654190"] As kingdom player right now
[quote who="strager" reply="161" id="2653950"]But you shouldn't be able to steamroll over someone using that strategy.[/quote] If they don't prepare for it then I don't see why not. Much like rushing in another game. If your sovereign sits on their butt in a city all game and you don't train any adventurers up or build some really powerful defenders, then you will lose to that strategy. If you counter their strategy though with sufficient protection, then they have nothing to fall bac
Seems like a lot of work to essentially just remake GalCiv2. It would probably be easier to just make a GalCiv2 mod and tweak a few things to your liking as that game already has everything you are asking for. It's not like it's an old game or isn't mod friendly.
[quote who="strager" reply="150" id="2653788"] That should not be allowed to happen![/quote] Yes it should. I believe it was specifically stated by a dev somewhere that at the start you should have the option of recruiting NPCs and doing quests or building up your kingdom right away. It's probably even possible to never build or capture a city and still win using only the might of your sovereign and NPCs. I believe in another thread somebody mentioned they got an
[quote who="Eldorad" reply="58" id="2652951"]Each to their conquering own! A way of creating that cap is through essence - unless there is another mechanism you can think of that makes sense narratively - ie in the game world? In sins it was around logistics - you needed better supply and such to be allowed to build more ships. What are the limiting factors in elemental? I would have thought the essence mechanism is the best way to go. Reduce starting essence
[quote who="Eldorad" reply="53" id="2652928"]A hard cap is interesting - a bit like capital ships in sins - but it kinda screws you for capturing enemy cities.[/quote] I'd honestly rather not capture enemy cities, raze 'em on the spot, but that's probably just me. The cap could just be on "creating" cities though. You could get more by capturing enemy cities, and that would be a real strong motivator to defend your cities or capture them back before they can be razed and lost forever.
^ That was the first thing that popped into my head. *shutters* People are disgusting, you don't want anything to do with their "creations," seriously. I'm sure there will be websites with content you can pick and choose what to download from, probably with rules so you don't see 362 objects based on genitalia.
[quote who="Eldorad" reply="38" id="2652899"]The problem with being allowed to garden spam is that it lets you build cities anywhere, which leads to city spam - we want to avoid this. The change makes rare resources more exiciiting, and should allow cities on rare resources to specialise - your bee hive city produces the food for your empire, whilst your iron ore city produces metal etc. This way 3-5 cities is the norm for a game, which seems about right to me.[/quote]</
[quote who="KellenDunk" reply="22" id="2652826"] I don't think the system will take away from possible specializations. Especially if the system contains more nationwide unique structures.[/quote] If you can only build 1 of each type of building, that right there pretty much tells me you can't specialize a city unless the building cap is reduced substantially (like 1/5 of what it is now) or many new building types are added (which would defeat the stated purpose of the chan
I've experienced this as well. A specific example was I sent one exploring (manually) and I found an inn a good distance from my cities, and there was a skath leader standing next to the inn. Now I wanted to see if the inn was still active (I guess NPCs can get quests from inns in which case the inn becomes useless?) and I didn't care too much about that character. So I moved them onto the inn (didn't get a quest) moved the screen back to my cities to do some stuff, then ended the turn. That
I've built many fisheries on land and it hasn't crashed my game, so I'm not sure that's the cause of your crash unless there's something special about that particular spot of land.
I know you can't please everyone, but I'm disappointed in the city change. I think most of the complaints about the current system are from people who don't really understand the food system or aren't researching the housing upgrades. You only need like 10-12 villas to max a city right now, and gardens are optional if you just go out and look for food resources (one bee hive with a granary is 30+ food). I really like the current system where you can make specialized cities, and you are puttin
I've seen horses since Friday. Couldn't do anything with them, but they were there. I haven't played yet today so I dunno about a new sovereign.
When I've had this happen nothing in the game could be interacted with at all. No tooltips for hovering over units, no clicking of any UI elements, it was just totally frozen. Yet just like the OP the music kept playing and the mouse was still movable and still looked like a feather. Had to minimize the game and end the process after a few minutes of nothing happening. Something similar happens very often when I try to load a game. It just get's stuck at the "creating world" screen pl
It's called a prepurchase. Lots of other companies do it, I think this is the only time I've seen it labeled as a normal preorder.
Lady Irane's thief ability is bugged. It's supposed to give additional gildars every battle, I'm not sure if it actually gives the bonus gildars but the message that appears always looks like that. I've seen the same thing with both harbors and fisheries.
There is going to be an adventuring research tree, I'm sure that's going to have a big impact on adventuring. [quote who="Raven X" reply="9" id="2650118"]Also I've noticed wandering NPC's can pick up goody huts. If they can do that then I expect them to have what-ever loot that was if I hire them or kill them to take the loot.[/quote] They do not, and it does suck. Personally I think if we kill an adventurer we should be able to loot everything they had equipped or in their ba
By or next to? You have to be touching the fertile land with one of your buildings to place a farm on it IIRC.
I think fisheries are bugged all around. Most of the time I can build them on dry land, and wherever I do build them they never finish construction visually (they always look like a construction site, even hundreds of turns later). I thought I saw somewhere that building them on land was normal but they'd only produce 5 food instead of 10, but I still only get 5 food from them when they are on a beach. You can only build a farm on fertile land, and you can only build a granary if you
Ya I'm not sure how accurate that combat rating is. It's looking at multiple variables but not really how they effect the outcome. For example if you have 10 soldiers with 1 def and atk and 5 HP each, I believe it's going to have the same rating as a single unit with 50 HP and 10 def and atk. Yet each of those 10 units is only attacking with 1 atk and wont be doing any damage at all to a unit with 10 def while the 10 atk unit will be killing them in one hit. The rating might be the same, but
I mean you have to make these sort of suggestions now. If it turns out to be in the game later, great, if not then you know you at least made the suggestion when it might have mattered. I would really have to agree with all the points and more. Just dressing a generic unit in armor and giving it a weapon (and maybe casting a spell on it) is extremely boring. I was really hoping for a wide variety of diverse units with unique mechanics. Things like units that can stealth
Capitar have two extra buildings the look identical to studies and workshops but have their own build limit and slightly different stats.
I see no reason to use those outposts or whatever. There's no negative side effect to simply building another city and stretching it out to reach as many resources as possible. It looks silly but it's the better choice gameplay wise. Maybe they should make it so mines and such can only be built at outposts.
[quote who="zampolit" reply="1" id="2650874"]Makes sense, cause its xx amount of food to BUILD a house...not maintain. [/quote] I don't really think that's the issue. If you destroy the houses people shouldn't have a place to live and they should leave. Since population determines city rank, the rank should drop. Though I think an easier solution would be to prevent the destruction of any building if it would cause the max population to fall under the current city level.