[quote]It is SUPPOSED to give you 4 square visual, but your cities already have that so, like you, I am not sure what it does then.[/quote] I think the cities have 3 square visual range, and the watchtower increases that by 1. At least when i tested it(start new game, do nothing but build watchtower with sov parked inside) there definitely was a (small) difference in how far the city could see after the tower was complete.
stax77
[quote]Actually not even that, since there's no talk of fixing the tech tree, nor to include the map generator.[/quote] There also is no talk of NOT fixing the tech tree or including map generator. On the other hand, there is talk of "Lots of other goodies which we'll discuss later" which very well may contain just that. You also have NO idea what expansion 2 will contain, as there are no details as of today, yet already you know that most you can hope for after 2 expansions is 'a gam
[quote who="Kalin" reply="13" id="2781942"]But that's a bonus/penalty for your/enemy territory right? It's not for the actual Kingdom/Empire terrain.[/quote] Hmm. If i remember correctly, the tooltip specifically stated the bonus is due to being on 'kingdom territory', not 'your territory'.
[quote]what is the tech you need to research. I thought I just had to have the city for awhile which seemed odd.[/quote] Hmm.... fortifications? I know it's the same that unlocks the 'fortify' command for your units. For kingdom at least, i'm not all that familiar with empire research tree(i like painting the land in green better :))
[quote]Is that the extent of it? I would expect bonuses / penalties in other areas as well, such as morale.[/quote] Probably a work in progress. The defense rating itself was added just in the last patch too.
[quote]Wow, you too? Seriously guys it's, "land effects", not "land affects".[/quote] Ehm... "Affect 1. <span id="hotwor
[quote who="GaelicVigil" reply="3" id="2781877"]What does land affect?[/quote] Hold your mouse over the defense rating of your unit standing inside your territory, the tooltip will show the bonus(25% to defense i believe)
[quote]If you take over a large city that has all the buildings of the Empire level 4 city, and then you build all of your Level 4 Kingdom buildings. Something just seems wrong.[/quote] There is a limit to how may tiles a city can be built on. So if you march into a fully built city, you likely won't be able to build more than a couple extra buildings. [quote]It doesn't give you the option to Raze the city immediately, which i don't like, you should be able to raze it as soo
[quote]Sometimes attacking an adjacent tile cost movement points sometimes it does not. Enter a road tile costs 1/2 Movement point, while cities cost 0 MP... to exit (!?)[/quote] Attacking adjacent tile costs movement points if you use auto resolve. Fighting the combat manually does not cost movement points. Exiting cities costs 0 MP because it is not considered movement, it is considered ejecting an unit from the city.
I liked the monster hordes as well.
[quote]I'm still a little confused about food, one game I just quit because I was stuck forever at no food when it suddenly disappeared, and I didn't see a way to get more. and I've yet to gain any diplo capital, dont know how that works.[/quote] Build a farm on a fertile land square. It generates 4 food per turn. This shows as '4' next to the food icon on top of the screen. Food however cannot be stored, so that 4 food goes to waste unless you build a building that consumes it. Build
[quote]As much as I would also like the QA improved like the OP, I strongly concur with Rabenhoff on this subject. Paying customers should never be treated like QA or expected to find and report bugs. If SD wants to try something like proposed then they need to find willing Beta Testers who are not required to purchase the game.[/quote] This thread is about post-release patches however. Anyone participarting already bought the game, so talking about how beta testers are required to
If you generate 8 food per turn (from two farms), and consume 6 food per turn (from four houses, merchant, and marketplace) they you have two food per turn surplus, which shows on the top of screen as '2'. The only thing confusing about that is that unlike other resources, food does not have a stockpile. For metal for instance, you can have 10 metal per turn income, and 120 saved from previous turns. For food there is no stockpile, only income. Anything 'saved from previous turn' goes
[quote]1. What is the "Guard" function, and how does it work?[/quote] As far as i can tell, the only effect is that it prevents the unit from moving until you cancel the 'guard'. [quote]2. Related to 1, my caravans keep getting bushwhacked and I want to do something about it.[/quote] Your best bet is expanding your area of influence(borders) so that your caravan routes are inside. Monsters do not spawn on your territory, only in the 'wilds'. They still cross insid
Make sure you have the latest drivers for your video card. I was getting out of memory errors every 30 minutes of play. Turned out i had a 101.xx nvidia driver installed. Got rid of that and got the current 250.xx installed(talk about a version difference). No OOM anymore. Concerning the tactical animations, there is a bug with the animation of a mounted unit being attacked in melee. The 'ouch' animation has a six or so second delay in it after it completes. Suggest not using mounts t
[quote]For what I thought would be a bad investment its actually a better return then several other games I own.[/quote] Exactly my feeling. When i read three weeks before release that they are JUST adding special abilities to units that they can use in tactical, i thought to myself, no way this is ready for release. Bought it anyway because there's no way i could miss a turn-based strategy game. Turned out i've spent more time with it than with mass effect 2 or other
My idea for C: remake master of magic in the elemental engine :p
[quote who="Sythion" reply="10" id="2775646"] Quoting Heavenfall, reply 2So long, Organized! Ye be not missed. Now just get rid of teleport and we'll have to actually think to play the game! [/quote] Maybe just tweak it a bit. Like, give purpose to the level 7 'teleport friends' spell by making the level 1/3 teleports only teleport the caster himself.
Also make sure you're not casting that fireball on a darkling... :p
More suggestions: - Blizzard is a water spellbook spell, but the description says it's damage scales up with the number of AIR shrines the player controls. - Lightning spell seems very weak compared to other direct damage spells - it only receives one extra damage per air shrine controlled(boulder for instance receives 12 extra damage per earth shrine) - Cost of equipping a troop with longbow in unit creator is off - only costs 4 gold, while shortbow is... 30 or so i t
[quote]Raven has contributed far more to Elemental than most others, which is why he appears in the credits of the game. He has earned the right to voice his opinion loudly and proudly.[/quote] He may have earned the right to voice HIS opinion loudly and proudly, but that does not give him the right to proclaim his voice to be the voice of the community as well, and does not make his requests 'official' in any way.
[quote]There's Well Over 400 soldiers here, and THIS looks Epic.[/quote] So, 400 soldiers are epic, but 288 are not? Please.
[quote]exactly the beauty of Dominions 3.. you can pretty much choose to be anything the game does. In Elemental I can be a mage, or a mage with high Int, or a mage with high Int and Wis or a mage with 5 str.. or... or.. the more I play, the more I see Elemental is pathetically superficial.. but I still really believe it will get better.. starting with 1.1, but not until then.[/quote] In one of my games i intentionally made my sovereign a 'non-mage'. For ease of reference, i called
I'm happy with the unit sizes as they are in the game now. I don't see how displaying 20 figures instead of 4 figures would make the game better in any way. And correct me if i am wrong, but you can currently have 144 figures per side(12 units of 12 figures), that's 288 figures in combat, which i believe is more than the figure count in the screenshot with the dragon. More if the defender is in a city an not limited to 12 units at once. That seems epic enough to me.
I also think that you should first use the Master of Magic system, then start tweaking from there. Here's a bit from a FAQ that describes how a hero fighting a multi-figure unit combat works: " Why does my Strength 7 hero get butchered by Strength 4 Swordsmen? The answer is that there is strength in numbers. The 4 "swords" that&