[quote who="CodeCritter" reply="2" id="2791865"]Dear Havoc1128, Could you please provide a screenshot that shows the screen where you see this bonus? Also, if you could send us your saved game, that would help us to identify the problem. Also, were you playing with any mods? Thank you in advance. -codecritter [/quote] Royalty gives a 100% bonus now, per person with the ability.
Gwenio1
Unless there are 'fixed' shards to supplement the random ones. Current game I have two of all kinds, and three fire shards.
The AI builds cities everywhere there are resources, regardless of whether or not it can use them.
[quote who="DrApostle" reply="45" id="2792724"] 7. +1 movement in one's own territory. It makes sense because one should know his/her own backyard. I just worry about the balance when running or chasing an opposing army. [/quote] Make that a strategic spell that takes sufficent casting time, mana cost, and mana upkeep and it is good to go. Age of Wonders: Shadow Magic has a spell like that called "haste domain" that give all friendly units in your magical d
[quote who="cpl_rk" reply="10" id="2792637"] Bingo !!!! It would be nice if we actually had the correct type of units/target these siege engines were designed to fight, i.e. castles & walls. I don't see the current fortification techs in the military tech category providing the proper "target" for these weapons. A level four city with a thousand people & a fortress looks just like a town with 20 people and a hedge. "greek fire" could be a type of shot that is
[quote who="cpl_rk" reply="34" id="2792521"] Like I said, if the AI can't be programmed to use that spell (doesn't matter what spell it is) don't add it. It doesn't matter how much or little I know about programming. If the human uses something that the compueter doesn't, and this gives the human an overpowering advantage, then the AI is going to be easily beaten. Period. All posts about weak AI have supported this to some extent or another. Adding additional (unecessary) spel
Until we have walls that need to be torn down, siege engines need to be of a variety that are good for targeting monsters and troops. Machines that throw a big rock are for structures, machines that throw something smaller (like a balista bolt) with accuracy or a lot of somethings (bunch of small rocks) that hit a large area are for hitting troops.
[quote who="Black-Knight" reply="37" id="2792574"]I was hoping he was joking... Well having the Moon in the name is very appropriate Brad, since teleport is a SCIENCE FICTION FEATURE NOT A FANTASY ONE![/quote] Both science fiction and fantasy are about things that are not in the world as we know it. The diffrence is not in what they do, but how it is accomplished. Fantasy = magic, sci-fi = techonology.
I have been giving it some thought and here is how I think castable transportation should be changed: - There is a one per faction structure that acts as a teleportation terminus. - The low level teleport will take the caster and only the caster to the terminus. - The high level teleport will allow the caster to bring a unit for the terminus to them. - The cost of teleportation increases each time a uni
There are buildings (pubs, inns, and the great theater for the Kingdoms) in the civic tree that give a boost to prestige.
[quote who="Cruxador" reply="29" id="2792480"]I agree that that worked really well. But it can't really work well for Elemental, because it lacks great temples or any parallel static items of significance. Brad's idea of placing it on randomly spawning locations is the closest we could get to this.[/quote] I posted it to provide ideas, not as a solution. Of course it would need to be modified to fit in Elemental, but it is one of the better systems that I have found.
Try building squads and company sized unit stacks to be able to better take the hits.
One game that had non-game breaking magical transportation was Lords of Magic; all magical travel was a one way trip that required the units being transported to be in a specific building. Because the units had to get back to the "teleporter" it caused it to be a way of having a strategic reserve, rather than a way to take over the world with one army. Also for each of the structures (and there was never more than two on a map) you would only be able to move one stack per turn. One st
I may be clustering players to the nearest start positions, but the minimum is determined by the map being used.
Speaking of modding, it seems it is not using new resource types (at least the ones that do not have a tile like gildar and food). It was possible in 1.08, but not anymore. Was this change intentional?
North is up on the minimap, which can be opened with a button in the upper right portion of the screen.
Was the ability to add additional resource types (like gildar and food) removed? It does not seem to be working now and it did before, and I have checked and I have the format correct. Was it suppose to have been disabled?
It is pure random till 1.1, so have fun with it. (temp fix for the attacker having too much advantage for going first)
[quote who="Heavenfall" reply="10" id="2791790"] So, if I do GFX/CPELF/CPELF_hair1.png it references both the install dir and the mod dir? Sounds pretty dodgy to me. [/quote] I just tested, and you can put "Mods\" before gfx and it will still find it, and will avoid confucsion with the core files.
That is to make you want to marry females off, as you have a chance to get more channellers from them. No way to stop or reduce it.
You will need to start a new game, because it is not possible to design a unit without a weapon or you can make a slightly more costly version by giving a unit a "poineer pack".
[quote who="Heavenfall" reply="8" id="2791776"]Yes, they've added subfolder functionality now. But how in god's name are we supposed to reference files inside the new Mods/GFX folder? For example, translate these lines to read from the mod folder instead of the install dir gfx\\CPELF\\SwampTree2_Green.hkx GFX/CPELF/CPELF_hair1.png
Janusk is randomly generated, so I would say there is no insperation.
[quote who="Kamamura_CZ" reply="36" id="2791543"](wow, so many leaks, is it C++?[/quote] All langauges can have leaks, some just lull you into complacency by saying they have a "garbage collector" to take care of it.
[quote who="nOObonian" reply="19" id="2791324"]* Battles * + The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together). THAT..is going to suck... [/quote] ... but not as baddly as the attacker a