Are you sure that the affected enemies are not resistant/immune to poison damage? Quite a lot of creatures have this immunity.
phazonfreak
[quote who="willie sanderson" reply="72" id="3416562"] Sorry your dumb attempt at trolling me isn't going to work bucko!! LOL Fact: NO MULTIPLAYER IN ELEMENTAL OR GAL CIV I or II. YaY lol you lose. LOL[/quote] What is your problem? He only corrected you in that the original Elemental: War of Magic back in 2010 had a multiplayer mode, even if it was short-lived and did not work very well, and that Stardock is planning on giving GalCiv III a proper multiplayer mode.
It is definitely true. Every city type profits a lot from essence yields, but it is an utter waste to build a conclave on a spot with no essence. There are many conclave specific improvements that can only be built if there is at least one essence and later improvements provide mana, re
Are you sure that it is not inside the captured city? Check the management tab to the left and click the + symbol next to the city you conquered.
I don't really have a favourite bloodline, it depends on my mood. But in general I like Altar a lot because of the xp bonus and the rush ability in combat. They are also a good choice for newcomers to the game. I also like Wraith because of their increased dodge. They are a bit harder to handle though because of their fewer hitpoints. Maybe I like Wraith a little bit more simply because I really dig their style, they are basically dark elves. If you ask me what my favourite pre-de
Faction traits and sovereign professions are not 100% balanced but it is more or less intended by Stardock. They are supposed to offer you a way to customize your playstyle and the means to reach your goals. Some of them will make it far more difficult to play the game, which is very nice if you look for a challenge. Some of them will make the game a cakewalk. Personally, I really like "The Decalon" because of the ability to place an outpost anywhere on the map for 50 mana without the
indeed
Fireball and some other spells are not friendly fire locked, Burning Hands is. The question has come up several times already since the Beta of Fallen Enchantress, as long as there is anything in the targeted three tiles other than an enemy unit or nothing at all, you cannot cast the spell.
it' not a bug, check the spell description. Burning Hands damages the tile you target and the two tiles adjacent to it. Since you have a friendly unit standing next to the ogre, you would damage it.
The monsters inside monster camps will stay there and protect their lair. It's quite rare that they attack a nearby unit. They spawn new monsters that will roam the map which in turn can attack your units and cities. Stardock has toned down city attacks by roaming monsters because they used to be too devastating due to the fact that cities and their underlying tile yields are lost once they have been razed by a monster. The mechanic is working like this now: Monsters roam the map
You cannot level up your spells per se, they get better if you build shrines on elemental shards you find on the map (fire, earth, water, air, life, death). When a champion reaches the next level you can spend one trait point in the general or class specific tree. Elemental, Life and Death spells are in the general tree, but your champions must have the proficiency for it to get these spells. Sovereigns can steal a spell proficiency they lack from another champion, but that champion is sacrif
I tried the 1.4 beta and immediately stumbled upon a Wilding Hermit that summoned a Wilding Rider. Unfortunately the summoned unit misses the warg it is supposed to be riding on and it appears to be stuck in the ground. It can actually move and it tries to attack but it never seems to hit the target. I cross-checked with another unit that has a new summoning ability and fought a Haunter. His summoning worked fine and the Plaguestalker was able to move and attack normally.
[quote who="Derek Paxton" reply="102" id="3402174"]In this case the later game weapons were buffed to reduce the midgame slog. We want more advanced units to be more effective against earlier units and monsters. We want the players to feel more progression, be more afraid when they see advanced units and be able to kill off enemy empires with less friction if they field armies with more advanced tech and resources. [/quote] Interesting. Could you also please have a lo
it does help, especially during the time before a new patch is released.
you probably missed the last journal entry from 4 days ago: https://forums.elementalgame.com/448105/page/1/
The tile does go back to normal if you use the Birth of Summer/Bloom of Twilight spell on it.
correct, the actual name for that is noble legacy, you can see it in the enchantments tab of pariden units in combat.
This is not a bug, it's working as intended. Every difficulty level higher than Challenging grants enemy factions escalating bonuses like additional traits, gildar income, research points and hitpoints. The traits you see are there because you set AI to expert.
The Decalon already costs 2 points.
Like parriotmath said, it is a trade off. Regular units are supposed to be different from champions that can always switch to different gear. Your experienced troops from the beginning of the game still are very valuable due to having much higher hitpoints and spell resistance compared to new troops. But they were built when your faction was still pretty "ignorant". Since you unlock and build lots of stuff that increases the base stats and flexibility in equipment of your troops you need to t
[quote quoting="post"]1. Tame city building by having a prestige for the whole empire. That way if i have a lot of citys all will grow slow. If i choose to have only a few they will be growing fast. I like to choose from those two extremes.[/quote] I vote against this. There used to be a prestige mechanic in Fallen Enchantress and I did not like it. Actually a lot of people did not like it so Stardock changed it for Legendary Heroes. It does not make sense to me that a city with a com
outposts and resources are always connected to and produced by the nearest city, you cannot change that. It's because of the faction trait "Binding". You get better creatures if you upgrade the shards, but even the early ones are very good to keep pressure on an enemy and to scout the map.
[quote who="smeagolheart" reply="6" id="3392705"] uh ok. I guess I'm lying.[/quote] [quote who="joeball123" reply="7" id="3392729"] @Phazonfreak: Where did you get those glasses? They have such a lovely rose tint to them.[/quote] I thought it is pretty apparent that I was joking and making fun of the people that actually think like that, but irony does not always translate well on the internet...[e digicons]:blush:[/e]
Wraith Assassin is really good, still need to find good weapons to support that playstyle. As far as research is concerned, I think Magic would be the best option for all the equipment that increases dodge. I also suggest to pick Air magic at the beginning and make finding Air shards a priority because of the Dodge spell.