My Sovereign can't wear the +move boots either. They won't show up in the inventory.
Spyndel
[quote who="AlienFromBeyond" reply="2" id="2729328"]Yeah, custom leaders generally feel in line with the prebuilt ones, but definitely not for the factions. You can get a whole lot more with those 10 points than the defaults have. [/quote] I don't think that's true in all cases. You couldn't, for instance, recreate the Kingdom of Tarth for 10 points under the current creation rules.
Known issue. It's supposedly being addressed in another patch at some point tonight, but I think Frogboy said they were just going to disable the faction editor until they sort it out.
I was having the same problems as a lot of people in this thread earlier today, with the inexplicably low performance on a quad core, especially when zoomed in near towns, and even occasional crashing. Then I did two things, and since then I've been running fine and perfectly stable all night. 1)I added the entire Elemental Folder to the exception list in my AV 2) I started running in windowed mode at my desktop resolution, instead of fullscreen.
[quote who="Frogboy" reply="8" id="2729198"] So there will be another patch tonight? Yep. It's almost live now.[/quote] Awesome.! I hope you guys are going to get some sleep though. You've got to be running on fumes.
[quote who="Frogboy" reply="3" id="2729172"] Quoting tirpitz111, reply 2You guys are awesome! You're too kind. In hindsight it was an unbelieveably silly thing for us to miss. We also missed the summoned units. Since it's only a data change, should only take a little bit to update. [/quote] You guys should try sleep once in a while. It works wonders! ;)
[quote who="Frogboy" reply="5" id="2729095"]We just checked in a fix, so we're going to update (for tonight, we're just disabling the empires). There's a stupid archer bug that got put in this evening that we're fixing while we're at it.[/quote] So there will be another patch tonight?
Yeah, I made a custom faction and got this too. Stock factions are all fine.
*Looks at the Faction Editor Screen* Isn't "Egalitarian" a purely cosmetic concern? (I'm assuming it's like the Tarth Egalitarian where it means you can design male or female units). Is there any statistical difference? Is it worth blowing a point for something meaningless in terms of gameplay? Just curious...passing the time while I wait.
Thank you, both.
I'm sure this is a silly question, but I haven't come across a satisfactory explanation in any documentation I've found, and search turns up too much general garbage to sift through. My ranged attackers are missing quite frequently. Is there any way to improve this? Does Dexterity, for instance, increase accuracy? How are hits calculated? Thanks, and I apologize for what is certainly a basic question.
[quote who="Spitz" reply="7" id="2702078"]@Spyndel: I think the best way to limit summoning is to make the more powerful summoning spells again dependent on control of an elemental node. [/quote] At the risk of thread hijack... I think that's the *start* of whats wrong with current summoning, yes. If you want *permanent* monster unit, you should have to recruit it like heroes, or train it like any other unit, along with requisite tech and
[quote who="Frogboy" reply="2" id="2701994"]This is interesting. Another possibility would be to make use of wisdom which is underused presently.[/quote] Strangely, with as overpowered as summoning is right now, I tend to think the reverse is true. I've stopped worrying overmuch about INT, and started pumping Wis/Essence, as summoning is a far more efficient use of mana than direct offensive magic. Carrying around a permanent entourage that hits many times per bat
[quote who="VermillionChaos" reply="13" id="2701771"] [quote] Good thing Elemental is a single player focused game then, that allows player freedom and imagination. The devs have made it clear since day one that is where the focus is.[/quote] That is all well and good... right up until you finish the campaign. Then what? It isn't like your staunch refusal to see it will just make Multiplayer go away. It isn't tinkerbell, you can't disbelieve it out of existence. <b
[quote who="VermillionChaos" reply="11" id="2701738"] [quote]In the end, it comes down to this. I prefer complete authorship ability over my own character, rather than someone else's authorship, especially in a game like Elemental which is all about giving players complete control of the nature of their own game. A classless system does not prevent players from creating the specialized "classes" you envision, out of whatever eventual abilities are available. A class system, on t
[quote who="VermillionChaos" reply="8" id="2701668"] But the freedom of a Classless system is in reality just an illusion. You will still have the same number of points as anyone else at the same level. Effective and Efficient use of those points towards the end that is victory will encourage 'stacking' of certain stats... E.G. figure your sovereign taps out at 20(just for giggles) under the current system of b4. Take a 'balanced character' That in
Classes, booo. I'm afraid you're not going to sell me on the idea of "less" freedom in my Lord creation. I prefer classless systems like it is right now. What there needs to be, however, is more room for specialization though, and mechanics that encourage specialization. More special combat abilities you can buy, and mechanics like increasing successive spellbook costs to make purchasing more than one or two different spell schools prohibitively expensive.&n
Permanent stat or XP loss was almost universally despised in D&D. Players don't like losing what they feel they've earned beyond any hope of recovery. Temporary stat drains that can be recovered are another issue.
I don't think it's unreasonable that a "magic" bear be an exceptional creature. Summoned bears *are* godless killing machines, though.
[quote who="sjwt" reply="6" id="2700259"]Suggestion, add an Abandon city option. Raising a city should give you plenty of cash, and resources that are linked, it would be like a massive looting exercise took place, say random 25-50% of all resources that went into the city and 5 turns of its output. I'm not sure what you do get for raising one, but it always seems a little low. Most of the wealth from wars came from sacking and raising cities. Abandon should be available
Yes please.
Thank you for the answer! For what it's worth then, this seems like a basic feature, not something you should have to research, anymore than you should have to research the ability to save and load a game. Obviously, something that has a measurable benefit when invading (like raze a city for cash instead of occupying) is a valid tech, but in nearly every other strategy game I can think of, there are basic means for disposing of unwanted troops, cities, buildings,
[quote who="BlackRainZ" reply="1" id="2699970"]you have to research some of the fortification techs to raze I believe.[/quote] Even to destroy/abandon cities you already control? You can't just...hit a button? There are some really lousy cities I inherited here...terribly placed, theyre nothing but a liability. Thanks for the answer, btw!
Hi. I just started checking out the new beta version, so please forgive my noob stink. I understand this is not a finished game. How do you destroy cities? I was forced to invade a civ that was building cities near my own city where I intended that city to expand. I wasn't given any option to destroy them upon invading them that I saw, and apparently owning these cities is now destroying my fragile economy. There isn't currently