A new unit button called "Promote." Click it places the unit at the head of the army (since it's important for some quest items who was leading the army, and it's undignified for the king's children to be lead around by the servants.)
Nenjin
Gardens are in...... Can only build 1, costs 2 food, a good chunk of materials and pop. Need a level 3? city. It's not amazing, but it adds to a city that already has food, or provides a start point for cities without food nodes to start benefiting from improvements. I think it's a decent way to go about it. You, in the end, can still get to "unlimited" food that way, you just have to re-research the top tier techs. I prefer that to spamming a building, spell, or whatever to g
Took 4 to 6 hours this time. Progress!1 http://dl.dropbox.com/u/16671877/Elemental1_09v-2010-12-13T05-03-42-619.zip http://dl.dropbox.com/u/16671877/debug%20%282%29.err
I dig it. It's not exactly my brand of art, but it's colorful, it makes me study each piece and it's doing its own thing in a fantasy setting.
I'd prefer that too Wintersong. I'd prefer a lot of mechanics in Elemental scale by factors of x. (Just as the spell suggested is powers of x.) MoM had a lot of that going on and I really enjoyed it. Sadly I think that's probably going to have to wait until Stardock feels like getting experimental again. As stated I think this spell (sorry if i missed the other threads) is pretty easily achievable.
No idea where it went. I think it disappeared sometime around when I started fooling with the mini-map. Toggling the Terrain Window Button, it does nothing.
Someone mentioned this in another thread, and I thought it was worth mentioning. Teleport is still really, really effective considering what it does, what it costs, and when you can get it. So the idea is make Teleport self only. Add a new spell: Mass Teleportation. Make it....level 5 or 6. Make it cost x per unit, where x is something like 5 to 10 mana. Teleporting an entire army should be a big deal, it should be a big feat of magic, and require a lot of mana and plenty of research.
Yeah, units not on the same team aren't supposed to stack on the same square. They've been trying to nail that one down for a while.
https://forums.elementalgame.com/402094 The change logs are being posted in the support forums.
[quote]1: In Elemental 1.09(t) I noticed that in combat, the floating numbers (-4, BLOCKED, etc.) sometimes turn into bars that appear to be from completely unrelated graphic textures or even memory bits. Unfortunately I did not have the presence of mind to take a screenshot.[/quote] This sounds like a GFX issue on your end. Combat damage messages and floaters have been screwed up forever. They report the wrong thing sometimes, if they report at all. That you get weird artifacts an
And it's usually the unit they have no prayer of actually beating. It's like the game realizes they're the greatest threat on your side....but doesn't account for what chances an individual unit has against them.
Frogboy, do you guys include polish and cleanliness with "stability?" Because I think that's almost two separate conversations. Stability wise, it's almost there. Polish wise, it has a way to go IMO.
So lots of times the AI builds a city in some place you don't want them to. And while it's totally possible to just destroy their city or capture it with your military, I think there needs to be a non-military solution to the problem. So I suggest another set of entries in the diplomacy screen where you can offer to "buy" AI cities and convert them to yours, or give up control of one of your's. This should be intended as a late game money sink, because cities should probably b
Agreed. This could be said of many entries in the tech tree, not just the adventure/domination techs. Every entry needs a bullet point set of details about what exactly they do. Especially the ones that do something passive, like reveal resources.
After 3 or so hours. Not too shabby. http://dl.dropbox.com/u/16671877/Elemental1_09u-2010-12-12T05-41-51-559.dmp http://dl.dropbox.com/u/16671877/debug.err
IIRC, captured minor faction cities do not grow. They are for all intents and purposes are inert. So that's probably some info that just needs to be stopped from displaying.
Sounds like one of the other civs flew through adventuring tech and sent something really nasty out into the world. That would be my first guess. I haven't seen anything like that in many, many versions of Elemental.
It's not a feasible way to do it. In D&D, dual wielding penalizes all your attacks, but you get an additional attack. So you're less accurate, but you get more chances to hit. Your off-hand weapon also had to be smaller than the main hand. It wouldn't work because D&D used skill levels to adjust the penalty. Even being good at dual wielding, you always incurred a penalty of some sort to hit. Without being good at it, your penalties were atrocious. The rationale being it's hard
[quote who="Derek Paxton" reply="24" id="2843130"] Quoting Nenjin, reply 18If you guys addressed unit card info not being saved when the game is saved in this patch, I'd be mighty happy. This won't be fixed for 1.1. But it is on my post 1.1 list. Unfortunately it isn't a simple change. When you use a infocard picture the game saves it for 3 turns and then drops it (we don't want to waste the memory holding onto all these images, we will just rebuild again if r
If you haven't checked out Elementerra seanw3, you really should. It won't randomly generate perfect maps, but it gives you control over how the actual terrain is generated. (Mountain-i-er, more ocean, less ocean, more deserts, more hills, ect....) All through sliders showing you the changes in real time. Elementerra spits out a lot of maps with choke points, can make maps far larger than Elemental does by default, ect... It's really a great app. I haven't talked about map generation
[quote]which means releasing 1.1 as soon as it is as stable as possible and starting on 1.2.[/quote] "Stable as possible" is what's up for debate. You could argue from SD's point of view that it's there already since they can reliably go thousands of turns without a crash. That would be the total opposite of the user experience though. IMO pushing back to January is about delivering what you say you're delivering: a clean, stable game. That has to be true on the user's end as
I'm pretty sure the AI is still in a death spiral somewhere. I regularly entice the AIs to fight each other so I'm sure they're still MOVING at least. It seems like one thing affecting their behavior is resource availability. I.e, if they have enough resources, they're pretty much content to do NOTHING. If they need a resource, or they're forced to act against another AI by war or something, then they'll act. But rather than saying "I have enough, where can I make trouble?" most AIs seem cont
[quote]Well I have been playing TBS games for decades and I still haven't found a very good one. My problem is with uncontrolled environments. I do not enjoy random placement that sometimes is strategically valid. I took the time to reply with my ethos and a solution to random maps in general.[/quote] It's a rock and a hard place. Computers will never dynamically build content that is as interesting, varied or complex as what one person could sit down and create. Elemental
If you guys addressed unit card info not being saved when the game is saved in this patch, I'd be mighty happy.
[quote]Of course it's better, but it has some issue I can't believe are intended features (like resetting unit cards or double idle city pop-up or tile skipping in tactical to mention few).[/quote] This is my feeling too. It's not the grand design problems bogging Elemental down anymore, it's all these...I hate to say it, thoughtless errors that really detract from the game experience. The broken and un-connected stuff that litters the game (which I will say you guys are cleaning up