If I remember it correctly the beta seemed to multiply the multipliers ... sounds terrible, I know. Or in Mr. Wardells words, replying to a preview that had a problem with following BETA-4's math: [quote]3. While I would quibble with some of the content (yes, we multiply bonuses. We multiplied them in Entrepreneur, we multiplied them in GalCiv, and we multiply them in Elemental and have throughout the beta). 4. I agree with Tom that the Hiergamen
Rabenhoff
The first problem with your solution is already "what would they charge up-front"? Assuming that you would buy programming time equalling a game and one or two expansions they would also have to take quite a hefty amount of cash on day one. An amount of that I'm not sure I would pay for a new game I haven't played and learned to appreciate so far. And a one time payment it would have to be for a non-MMO. Else you could just buy one monthly subscription and say goodbye and than
[quote]4. On the left is my list of moving unit and cities, this list needs a scrollbar!! I'm playing a large map and I've take over two opponents .. so I've got 5-8 cities that don't make the list.[/quote] When you hover over the empire tree, as the list is called if I remember it correctly, with your cursor you can use the mouse-wheel to scroll the list up and down. Rabenhoff
Having a Hiergamenon entry for every creature roaming the world right now is very nice as you can see all the baddies out there this way. The problem is, that this overview is expanded beyond any feasible size by every named bandit out there. And showing each bandit lord with his own name has absolutely no extra value ... not even from a lore perspective as they don't have an individual backstory or something like this. Please, keep it simple. Sometimes fewer is more. </
Well, there is some indication of a beach even on the cloth map. But its very very faint ... and hard to describe as well. More like a faint shine around the normal cliff-line than an actual difference in appearance ... which it should be, no question. But whether this shine is overwhelmed by the fog of war or the colourization of your map? I would have to check later on as I'm currently not playing. Rabenhoff
Yes, it takes a very very long time. Especially so, if you direct caravans as to maximize food production and not just to the next city at hand. Then the distances for one trip can be quite long and the road will effectively NEVER upgrade. It rather should be something like an upgrade needing ... lets say 100 points and you get one point per turn on a road between city X and Y for every caravan that uses this road. In this way, heavenly frequented roads around your main caravan destin
How about an option to turn off auto-design for units? I exclusively use custom-made units and thus find it quite annoying to get rid of those pre-made ones all the time. Rabenhoff
I reported something similar already ... https://forums.elementalgame.com/393806 ... and I'm very glad, that I'm not just imagining things. *grins* But concerning your post, NTJedi. I think that it is not just a middle or late game problem. My assumption is, that it happens all the time and that you just don't see those shards as they are in areas of the map you just have not explored so far. This wou
[quote]In my current game I have an shrill nest, lost library, 2 gold mines, food resource, marble mine and a arcane library that I am not benefiting from. [/quote] If I did the math correctly in one of my games you still exploit these resources. They still count towards the total production of your empire. Unfortunately they are not linked to your city and thus also do not profit from multipliers associated with this city. Five gildar from a very far away mine will thus still contin
First of all: Tanks for the great job so far. But even after patch 1.06 there are still some areas I would like to see some improvement to. Some or most of them have already been mentioned here or in other threads as e.g. UI improvements, the magic system, broken shards, magic resistance or (more) different damage types. Other aspects, which I have not seen so far or very seldom are: SAVEGAMES <p style="padding-l
I totally agrre. They are very difficult to see on the cloth map ... which I have come to prefer for some reason. Rabenhoff
I'm quite relieved, that I'm apparently not (at least the only one *evil grin*) that is imagining things. And even if at the moment, with the shard system broken as it is, extra shards are not so much a problem, they will be, once it is fixed. I mean, currently I'm controlling around four air, three fire, six earth and around eight water shards in my current game and apart from the essence increase I'm not noticing much. But if the shards should finally work as intented? And I'm not e
One of the things that has become almost a tradition with me is to look for new shards after loading a savegame. Why? Because I have the uncanny suspicion that there are sometimes (or maybe always as I have not explored the whole map) more shards compared to when I save the game. My question is now, wether anybody else made a comparable oberservation or wether my memory and eyesight are just beyond hope. On the topic I can only say, that I always save money to build improvemen
The Fallen Empires have a tech in their diplomacy branch called something like "Improved Trading". It follows directly upon the normal "Trading" tech. Rabenhoff
Just checked it starting a new game [1.06] as Capitar and one as Pariden. I can see no point in the "civilized" trait whatsoever. City improvement cost the same and take the same number of turns to build (at least the initial ones). Pioneers are also 10 Gildar each and building a city with them is still for free. So where is the point in being "civilized". As to "influential" ... couldn't find a difference to a New Pariden game here as well. *sighs* Where is the effect of "area of inf
Yes, problems seem to be gone in game version 1.06 ... even if it was not included in the patch notes. Makes you wonder, what else is missing there. *evil grin* But thanks for the good job called Patch 1.06. *applauds* Rabenhoff
Not cool, rather annoying in my opinion. Makes those cities way to powerful compared to normal cities. And even more so the later in the game you capture them. Already "complained" about this, but to no result. https://forums.elementalgame.com/392459 [quote quoting="post"] Hi Cities conquered by the respective other faction group (i.e. Kingdom / Empire city conquered by the Empire / K
Was my explanation in the initial reply not sufficient?
Yes, unfortunately no clear indication. Rather some description like "new tasks for the starving adventurer" or "new treasures with even shinier traps". Lets you guess at what will be changed, but stating it flat out would have been helpul. Like a combination of flavour text and hard facts. Like: Incredibly funny tech name Funny nonsensical text Funny nonsensical text Funny nonsensical text Funny nonsensical text Funny nonsensical text Funny non
How could they? After all its "Elemental - War of Magic " and not "Elemental - War with Pointed Sticks, Fruits ... and a bit of Magic". *evil grin*
Dito. Haven't observed a problem on this front. Rabenhoff PS Related to this. Has anyone of you signed two treaties the same turn at some point? Once I sign one, I cannot bring up another one with this faction or another one the same turn.
Oh, and before I forget it ... and a new post, because it seems important enough for me. At least enough to not put it just into an edit. If someone from the developers etc. happens to stumble over this thread ... could one of you post a sticky on the forum explaining this whole adventure level business? What is what? How to raise it? And etc. etc. Questions on this topic seem to appear again and again. And as much as I love this game, yet the explanations it provides on this
Quest location does not equal your notable location level. They are different. In general the game distinguishes four adventure related levels. And those again for your faction and the world in general. Basically its monster & heroes level, quest level, notable location (or goodie huts) level and hidden resource level. The world level is thereby seemingly always the highest level across all the factions. The mentioned individual levels are thereby increased researc
The best idea for a sovereign build? Hmmm ... let me quote Shakespeare: "As you like it." The wonderful thing about strategy games like Elemental is, that its not so much the minimaxing of particular character attributes that matters as rather your overall strategy in game and its adaptation to circumstances. Your sovereign is (sadly?) just one unit out of many.Powerful, but still not omnipresent. So you can design him just as you like. But more on the question: while
You didn't also in the meantime research one of the late-game prestige related technologies, did you? Not sure what they are called. Refined something. Because I had rather the same impression as strongking on this particular champion trait. I.e. I assumed a bug. Rabenhoff