i get a tingly feeling looking at this. Exciting. Any chance on you using the pathfinder rules ? Just a thought. Probably too complicated to that atm.
Glowing_Ember
bump. I just wanted quick access to this message by adding it to the "my replies section"
I will talk to Gyb about updating this when version 1.2 comes out, there have quite a few changes to the games that are not documented in the faq.
the roads give a gold bonus. It starts at +10% and goes to 20%, 30% 40% if you click on a caravan you will see how much experience is needed till next road level. They gain experience either from moving from one town to the next, or by making a complete circuit between the two towns.
true since it's not an official buld i'm pretty sure he's not allowed to change the version number [e digicons]X([/e] HE HAS THE TECHNOLOGY [e digicons]:borg:[/e] HE HAS THE WILL [e digicons]:cylon:[/e] He just doesn't have the jurisdiction [e digicons]#:([/e]
hehe i like the patents. You owe me 500 gold because i was at the patent office while you were busy typing up your humour. That's why i'm writing this several hours later even though i thought of it first Fear my Bureaucracy. http://brevets-patents.ic.gc.ca/opic-cipo/cpd/eng/introduction.html go ahead. look for yourself. [e digicons]:inlove:[/e] &nb
Actually, you know what - I personally *really* like the sieging ability suggest by sagittary. Since the caravan is a stretch of road between two towns, it makes sense that killing one particular wagon on this road would not kill the road or scare the merchants away. Now with the wandering monster gradually weakening the road and taking away its income it gives you plenty of time to send someone over to deal with the problem - which i think is what Derek is aiming for. </
I don't depend on those trade routes for gold and i find it not worth the resources to defend those little cities which don't provide me very much benefit when i am swimming in food. Besides, caravan routes die easily to things and i hate micro managing the trade routes.
There have been many times i hit the population cap and i have had to destroy a few buildings to make some troops. If you can't find the food resources on the map and your behind the comp in production, you have to focus more on the warfare tech tree or you will get run over by the ai. However, with the tweaks in version c and d, i find this less of a problem for a HUMAN player. Now for a COMPUTER player, they run into a different problem. Since they can't predict when they wi
I think with all your ai tweaking froggy dear my dual core comp is noticing the change in between turns. This is not a complaint. What i would like is more of a visual reminder that a new turn has started. Could we make the end turn button into more of a shard like shape? It would be neat to have it shine in magic. Then when you click next turn is flashes dark. As the Ai goes through its thing, you can have the shardstone gradual regain its magic energy unitl its fully shiny again whe
nono not more input, more data throughput - bandwith is alive, free the bandwith !! I declare it Bandwith day, and i shall celebrate it with a bandwitch. All hail bandwith day. On bandwith day, whenever a caster casts a spell, two copies of the spell will come into effect. Hills will be twice as tall, valleys will be twice as deep, ocens will be twice as blue. Just don't cast it on the frog. That will just cause a multithread error as the game tries to figure out what co
the exe file goes in the game directory where you installed it
perhaps it had something to do with being on extreme world and extreme ai, but i think not, perhaps it was ai researching adventure tech, although i doubt it, but i went from spiders straight to death demons in world spawn in the first 50 turns - very odd. Had to restart spears and leather were no match for the death demon.
[quote who="Frogboy" reply="88" id="2855644"]NEW version: http://draginol.stardock.net/files/Elemental-v11d.zip [/quote] Woot! second christmas!
try control z for undo. If you copy pasted it in it might undo it. If you unzipped into the folder it still might do it, but probably not.
I definitely look forward to this when they added abilities to the game. Brad has said it is being looked at. There is currently no ability in the engine to retroactively add abilities to units but it is possible to rewrite that section of the code at a later date when they can set aside the time to do it. Rough estimate of three weeks of work to do it but that was probably said on the fly don't hold him to that schedule. I think the game needs that change. The tech
and if you pimp them out with magic items and really strong bows XD
Archers are your friends.... sions have low armour and go down easy
one spell in particular they are talking about is the one that brings up a volcano. You can cast it anywhere you want, and i am under the impression it kill anything in its area of effect - never cast it myself - i don't like the idea of spamming it left right and center and completely destroying cities units and resources in its area of effect teleport is an early spell with its own issues. although in froggies build i noticed i could no longer directly teleport into a city, although
all you have to do i go to the main game directory and open up the zip file. before you do this i would back up your elemental.exe file as this will be the only file replaced by the contents of the zip folder edit: hmm i think im having more fun in the forums than the games right now XD the state of the magic play is really hurting for me - it's very static ho hum at the moment, I never get around to the late game magic that people are saying is too powerful so there is
I think a good compromise would be that the caravans should get options for defenses, you could buy equipment for guards that travel with it and outfit them like a hero. so you would go the the city where the route originates from, double click the trade route to open up the info for the caravan and click on a new button that says equip caravan guards - this opens up a doll with the store and you just equip like a hero. After that, any time the caravan is attacked it gets defended by
I think a good pacing for resources might be, lessee quick number crunch 5 spaces in between towns town1 ***** town2 ^ 1 resource in between maybe spread them out in 2 directions o you might not find it right away 15 x 15 area (12 x 12 =144, 15 x 5 is 100+50 +50 +25 = 225) so in a 225 area square you would probably find (assuming 2 players starting in the area) 2
CHRISTMAS ZOMBIE UNITS - the gift that keeps on giving !!
i think the grouping is a little odd, i'm finding large clusters of stuff together i've even found three of the same resource in a 6 x 6 area on a large ridiculous map
perhaps a transport unit, like a wagon caravan that can carry a stack of 11 units. I can see it now, a caravan style wagon pulled by a team of 4 or 8 horses. Empire would of course use the wolfy thing. poor wolfy thing.