Bugs I had: 1) You can initiate building on resources without them being in your zone of influence. It caused a strange, never completed building on a resource even when it was in the zof, until I built the city into the resource, then it finished building. 2) The spells Ice blast and blink are sporadic in function. 3) I conquered an empire, and upon reloading a saved game, all the fallen terrain magically turns into kingdom terrain. 4) A few out of memor
mvanhowe
[quote who="aeligos" reply="9" id="2849334"]After a few games, I still find it difficult to keep resources available....food in particular. I'm not blaming programming/devs at all... just my incompetence . But my repeated problem is that food shortages prevents hut building which begets low population which begets again another "begets" for low level buildings. So I basically cannot advance my kingdom in this regard and then the neighboring kingdoms/
It also really depends on what the AI can do with the new spells.
is the issue of not being able to train designed units related to the archery range building? -Matt
[quote who="Redwind85" reply="2" id="2829431"]the loot gildar is a bug and they are gonna look into it - and yes my cities are also cranking out a hell of lot of gold - though i dont have much army to spendt it on - i usually just use my heroes/monsters to defend my area[/quote] That being said, were they considering an upkeep cost for Champions? I know there is upkeep for armies, and it would just make sense that some Champions would require Gildar upkeep.
Me too, except only happens some of the time, and archer mounts lag as well.
I'll second this idea, we should get both 1 and 2 in order to decide, or be able to at least level up the city at a later time, like a plus button somewhere next to it and a reminder at end turn.
Another strictly cosmetic thing I noticed was "1 seasons left" in the training and construction.
Archery damage is displayed incorrectly as well.
Yeah, multiple stacks of multiple troops in one square could be tricky. I think, therefore, that when casting a spell that requires a target you could either 1) Click the little round coin with the unit icon on That makes the most intuitive sense to me.
Derek, great work with the beta! I really get a good feeling from the game with the global mana pool, the spells, and the overall tone of the UI etc. -Matt
Great job on the beta guys! The whole feel of the game has improved drastically. It seems to me that you are on the right path to making this game as good as it was hoped to be! -Matt
Nice job! I particularly like the weakness of the Kingdom of Living Stone that they spread the Empire land type. Very unique and interesting. -Matt
Nice job on the mod Fearzone! Total props for the interesting backstory and characters, too. +1 -Matt
Great work as always heavenfall!! -Matt
Just wanted to toss the idea out there, but recently picked up the 2002 He-Man animated series on dvd. I'm just saying the world of He-Man with different factions / heros and villains would be awesome to see as an Elemental total conversion! King Randor as sovereign, man-at-arms as janusk; Skeletor as sovereign, evil lyn as janusk, King Hsss as Sovereign, Cobra Kahn as janusk, Queen Bee as Soveriegn, buzz-off as janusk, King Carniverous as sovereign, etc. The heroes roaming
Very awesome! Thanks for the tutorial! -Matt
Very cool inspiration! -Matt
I'm newish to XML, and did some digging around the campaign to see the structure/how it works. The campaign uses a couple tiles that I've seen to move the quests forward. 1) Triggers 2) Goodie Huts Triggers can be created on tiles in the Cartography Program in the Workshop, but from what I see they can only be edited in XML (notepad) Basic Roleplaying Triggers that I've found are: This simply throws out a dialog
[quote who="Timble" reply="53" id="2810828"]I like the tactical battles. Not for what they are currently, but for what they seem to be evolving into. I think the suggestions about them already gained is on track. But I think, in addition to the auto resolve, you put into action a "movie" style spectator battle mode like GalCiv2 had. Sometimes I am not in the mood to go step by step through a battle, but still want to see the eye candy and hear the sounds. A "spect
-Like the artistic style. -Like the Sovereign customization -Like Champions (but not so many) -Like Questing (especially finding unique artifact type items) -Like random monsters -Like shopping -Like buying mounts for champions (totally cool looking)
[quote] Edit: I guess this is how I imagine it in 1.1. The workshops, arcane labs and tech producers aren't limited to 1 per city anymore. So while you can build these in smaller cities, it's actually beneficial to build them in your large cities instead - because in the large cities, you have buildings giving +% bonuses to the entire city. In other words, the starter structures have a very low population requirement (in fact, none at all?). Am I way off?[/quote] <
[quote who="cpl_rk" reply="10" id="2794593"] quoting post The only problem I have with cities is that when caravans get killed I have a hard time finding the city when I have over 50. It would be nice if there was a "caravan" drop down that showed all cities along with their caravan routes (beginining and end) and citiies that don't currenly have one. You should also be able to click on cities from the drop down & redirects to the city. Also, similarly, there s
[quote quoting="post"] Best Buy and Walmart content v1.09 will also coincide with the special content for people who bought the game as Best Buy or Walmart. They get their own special quests. That said, we will be providing this content for free to all users 90 days after their availability to those users (they paid for them so don’t feel like you missed out). Similarly, if you bought the book Elemental: Destiny’s Embers, the full map of Anthys, will
Great ideas sethai. I like the required siege times and moving the walls closer to the beginning of the tech tree. Polistes: I like the possibility of the Sins style allegiance of the city maybe revolting and taking the city back. with the genocide idea, I think it taking time, like a certain number of population is killed per turn similar to the MOO2 way of dealing with that would work well. -Matt