thanks!
Nibelung44
Spell buffed up by number of shards should have a limit, like at most 5 shards boost effect, or sometime it gets reeeeaaally silly. If you want to go subtle, have the max number of shards a variable per spell, that would be better. But this is in the hands of the dev team.
I'm wondering if magical damages take into account armor? I hope not, or creating units with magical staff would not be super interesting (they eat crystal and don't do more damages than archers). Care to enlighten me?
Ability uses 1 MP but only if this is your last movement point. Should use up 1 MP per road. Is it working as designed the ability costs nothing to use? This is just over powered... Please export a variable so we can decide the cost :) Last... Can you add up the possibility to raze a road, pretty please? As it stands, nothing can remove a road...
Hi, I don't find variables governing the buy to sell rate (1 to 5). Tax rate and unrest Min distance between cities or outpost any idea?
When you have units in cities and you ask them to move to another point, sometime the path is totally absurd, idiotic even. They can pop up in a backward forest tile to the east of the city, whereas the correct path would have to start from the road at the west, etc. This happens so often that I always make my units pop up manually in the square I want before ordering them to move. The bug is there since 1.00, and given it is obvious and easy to reproduce I guess the de
has anyone tried it? Only build your capital and drop outposts to bring back to it all grains and clay mines and whatever?
Hi, It seems from a few tests that potential II is not stacking with potential I ... i.e you get 20% more experience but not 15+20 ... Is it true / your experience too? Because in this case this would be terribly underwhelming... Opinion?
Hi, I'm surprised that no one is doing a 'mod' consisting of a library of vanilla-compatible quests and stamps... ? This is of no interest to anyone? I would have thought that by this time, weeks after the release of the game, we would enhance the base game with dozen of user-created new stamps and quests, all compatible with the base game... I don't have the skills nor the time to do so, before you say why I don't do it myself
indeed
This seems to be the only solution, so this would mean the base 3 turns to recruit is hard coded?
Hi, I would like to change the base recruit time of 3 turns (the time necessary to draft a peasant) to 2 turns. When can I find the variable please?
I genuinely believe that dividing the experience gain by the number of participants or survivors would be enough. That should really not take long to implement in the code (and I'm a developer myself, if you ask 'and what would you know about that?' :) ).
I have not seen a champion AI so far? People want to know! :)
Hi, After a few games, it seems obvious to me that the AI pioneers are never attacked by monsters and ruffians. This is a bit of a disappointment as it appears to be a bit of a cheap trick to boost the AI. But ... ok, I can admit that if it boils down between having the AI unable to settle or having that, I prefer the latter... But then it also seems to me that the ruffians & monsters never attack any AI stack, even armies. I watch over severa
hi, Is it possible to change the formula when getting XP in the game? As I understand (and from experience), the game code gives an equal amount of xp to all participants in battles, that they were 1 (I shall defeat my foe all by myself, in an heroic feat!) or 10 (lets mop up all opposition and level up pionneers!). This is a gross exploit, and this method of giving away xp is really detrimental to the game. If you look around, the vast majo
Hi, How can I disable or alter the ever present blooming effect in Elemental? This is hard on my eyes, and as it bathes everything in a diffuse light, I have difficulties identifying objects. Result is that I only play with the basic paper map view!