This was changed from 3B to 3C. Any resource in your borders can be built upon if you can afford it, by clicking on the resource itself and selecting the build option. The techs that previously unlocked certain types of building have yet to be realigned so that they are useful without enabling improvements any more. [e digicons]^_^[/e] Best regards, Steven.
StevenRLynchAbundanceThatIAM
When you find a map of a city or a settlement etc. when visiting a goodie hut, it doesn't actually reveal any other part of the map, so it seems that finding maps is not working correctly in 0.92. Best regards, Steven.
Yes, the Name Generator comes up with a lot of silly and hard to pronounce names. :P It would be fantastic if it could be majorly improved before release. Especially for names that the player doesn't get to choose. ;-) Best regards, Steven.
I agree. It's an exploit, plain and simple. Best regards, Steven.
See the kind of stuff this guy has had to deal with... www.phoenixtears.ca Best regards, Steven.
Good ideas! [e digicons]:thumbsup:[/e] [e digicons]k1[/e] Best regards, Steven.
Well, I think there will be people *attracted to* buying Elemental outright precisely because of the minimal (Impulse online version) to non-existent DRM (retail version - single player anyway ;-)). Best regards, Steven.
You do make some good points. [e digicons]:star:[/e] I like the idea that you have to prioritise the improvements you use in your area and not just plop down all the improvements and get them finished in 10 turns if you've got lucky a few times with early goody huts on the map. [e digicons]|-)[/e] Best regards, Steven.
[quote who="Tormy-" reply="29" id="2692216"] You cannot compare EWoM to SC2 or Civ5. Those games had a huge fanbase already.[/quote] Yes, that's a good point too. [e digicons]|-)[/e] Best regards, Steven.
This is a bit of a worry. Especially since, a new IP needs *more* exposure to get a foothold. Best regards, Steven.
Thanks for your quick answer. I was not referring to comabat speed and strategic map speed being related, but combat speed and movement speed being related. I understand that strategic map speed and tactical map speed are too very different things. But tactical map attack and movement are not necessarily. Will the attack and defense values (as well as damage and armor types) of various weapons and armor be more balanced so that fast units like horse archers don't get t
Frogboy, what do you think about this very important issue of being fast in battle (horse archers) means you can attack and cast spells a lot, and being able to attack/cast spells a lot (Sovereign) means you can move a lot? I'm very interested in how the final game is going to be balanced when movement and attack points are not separated, and more Action Points means you can attack/cast spells a lot, or move a lot, or do a decent amount of both movement a
What do other people think? Best regards, Steven.
Throwing it out there as an option, there is a difference (in my case anyway). ;-) And I did mention higher AP or Mana Point costs as options too. [e digicons]^_^[/e] Best regards, Steven.
Hmm, interesting twist. I like this idea. [e digicons]:star:[/e] Best regards, Steven.
I think these are some great ideas. [e digicons]:thumbsup:[/e] Synergy towards different aspects of a game almost always makes the game a lot more deep and enjoyable. What do you think about the above ideas Frogboy? [e digicons]:wc:[/e] Best regards, Steven.
What do other people think? Best regards, Steven.
I agree. Best regards, Steven.
I think you've raised some important points - there are good ideas here. [e digicons]:thumbsup:[/e] But it would also be good if the AI did not inflate its perceived value for things like non-aggression pacts - when you can crush them like a fly (if you wanted) your perceived value should be higher, not theirs. ;-) Best regards, Steven.
Yes I think the way Civ5 is going to do it is much better then either favouring the AI or the human in whole tech trades. Frogboy, what do you think of the above post? Best regards, Steven.
[quote who="Icepick" reply="29" id="2690947"] As MadMagnus said above, the magic tech tree should have other interesting things that are not directly spell related, and has been suggested, there should be 'blend' or crossover type techs that utilize 2 of the trees. I.E. Magic (at a certain level)+Conquest(at a certain level) gives you the ability to research magic weapons...add a shard in there and you can make, say a flaming claymore if you own a fire shard, frost weapon for an ice shar
Maybe a significant defensive bonus for possessing certain pieces of the Forge - or maybe increased knowledge of what the other players are doing the more pieces you have? [e digicons]:w00t:[/e] I think the Forge of the Overlord competition should be considered for a patch or update at some stage, after it has been balanced! [e digicons]^_^'[/e] It would be
Yes that could be fun. And it makes more sense too according to the lore, why would 20 pieces of 1 Forge of the Overlord appear (to 4 different players), when according to the lore there was only one Forge of the Overlord? Frogboy, would it be too difficult to arrange a competition for the Ultimate Quest? Especially in MP this would be a hoot! [e digicons]:w00t:[/e] [e digicons]:wc:[/e] [e digicons]|-)[/e] After all it is the Master Qu
Though the message of a house falling "into ruin" is still shown on the Events tab. What do people think is the best way to fix this? Best regards, Steven.
There are a lot of good ideas here. [e digicons]:thumbsup:[/e] Best regards, Steven.