Maybe expand into the iron rich areas north and west to bolster your border against Magnar, and cut him off from breaking down into that river basin? I like your idea of puncturing through the mountain range too; an outpost to tame those wild horses and wargs in the west could prove beneficial. Edit: Looking at the Kingdom Report, it's probably not a bad idea to keep pushing through the Civics tree for more diplomatic options as well.
cardinaldirection
[e digicons]:star:[/e] ^This is it folks. Screenshots!
You got me curious, if you want to upload a save I'd like to take a look.
[quote who="bpalczewski" reply="5" id="3261568"] That is totally new mechanic system, as far as i know - never heard of so far. [/quote] The land within your borders grows more fertile, spreading grassland for Kingdoms, and "shadowland" for Empires.
[quote who="AlLanMandragoran" reply="309" id="3261369"]Sean - updated playthrough turn 70 in reply #293. Intense. The world is not my friend.[/quote] Epic. Loving the journal style of your writeup.
[quote who="BlackRainZ" reply="22" id="3261403"](I also play with lots of other changes, like larger populations, etc. otherwise there would only be like 600-1000 people in my empire at this point)[/quote] I would be interested in playing your mod should you ever decide to package and share it.
Either I'm an idiot or the link is broken. Has anyone actually downloaded this?
[quote who="catwhowalksbyhimself" reply="26" id="3261356"]There's a link on the very first post.[/quote] Which directs to a page on WinCustomize full of mods for the first Elemental game? The most recent upload was months ago, what am I missing?
I cannot for the life of me find where to download this?
A pdf manual of the research trees and all the specific technologies granted at each branch would be wonderful. [e digicons]k1[/e]
[quote who="Dracomeander" reply="8" id="3260844"] I absolutely hate digital distribution.[/quote] Me too. Stardock Central solved my issues in this case however.
"Changing the game pace now also modified production times": from the as of yet unreleased 1.01 Changelog .
[quote]Solution to 3: a. Break movement if it will bring them within 1 square of a wandering monster. Keep the destination set, but put up an event with the other ones on the right hand side of screen. (ok, this makes more sense if movement happens b. FOW should lift at each step, not the end of movment.[/quote] +1 [e digicons]:yes:[/e]
[e digicons]:smitten:[/e] [quote]once it's on the main website[/quote] Wherever the link on the site ends up going, I highly recommend it also become one of the slides on the main page. Edit: Seriously, in the slideshow, opening in a pop-up, and using the same book as the Hiergamenon.
I haven't found a style of game-play yet that the combination of a custom sovereign and a few tweaks to the world creation options didn't foster. Playing with the XML is even more fun. Edit: Don't miss seanw3's post; perhaps Master's Affliction is more your flavor? Even though it does appear that the base game is more than satisfactory for most people in this regard, there is nothing
I'll add that turning champions off completely in the world creation options makes for a wonderful game; I actually haven't played with them in a while.
[quote who="xenotashin" reply="9" id="3260349"] You know i think all it needs to work are some gui additions and, event screens. I can probably dig up the old event screens from the first one. Any one here good at adding gui?[/quote] Shoot me what you find. The GUI is not difficult to mod. Once the family cheat has been enabled, ctrl+p generates children too. However I haven't found any references to the
Line 381 in ElementalDefs?
Even just a couple settings in ElementalDefs would be wonderful. [e digicons]k1[/e]
Professional designers still spend a lot of time at the pixel level. The reason projects take more time and money now is because there are more pixels.
I believe your outposts are turning territory fertile that was previously uninhabitable by your faction. [quote]Recently i realized a new bug started to pop up, it showed first time in a last version before release. In my actual game (ridiculous-ridiculous) there are places, like forests that are far from my cities, that shows no fertile ground, and no city can be build there. However, if i build a outpost in a middle of it, suddenly it reveals sites good for building a city! In my pr
I rarely drink, but Brad: some day I'm gonna buy you a beer. A really good beer.
[quote who="MarvinKosh" reply="42" id="3260052"]To be honest though I would re-run the poll because there are people now who play the game but weren't in the beta.[/quote] Asking a bunch of strategy gamers if they are interested in multi-player will yield very little data of value. There is a huge demographic that only plays multi-player games; these are the people to survey as to their interest in a turn-based role-playing strategy game, and they don't fr
[quote who="Fistalis" reply="11" id="3259525"] *snip[/quote] Personally I can't find a reason why the AI would be incapable of visiting a string of quest locations, rolling dice as necessary along the way.
[quote who="GFireflyE" reply="12" id="3259521"] Graphics are excellant for the fantasy atmosphere expected in a TBS game. One of the best aspects of the game. This isn't Oblivion.[/quote] I'm not discussing personal opinions here, just what I've read. Again, the graphics are adequate for me.