When WoM came out, Stardock promised early WoM buyers two free expansions. Does FE count as both expansions? I understand that FE went above and beyond a normal expansion and that Stardock has 2 years of development to recover from. If Stardock needs to change their stance, that's fine. I just want to know now so that I don't get my hopes up. https://forums.elementalgame.com/399482</a
IBNobody
[quote who="Gwenio1" reply="6" id="2924827"] Quoting DsRaider, reply 5Elemental has music? My thoughs when I see threads like this. Its music has no real staying power.[/quote] No melody.
My favorite track is "the sound of silence." I mute the music. WARNING: OPINION ZONE! I don't like mood/ambient music. I like music with a strong melody. If you don't find yourself humming it a day later, it's not good.
[quote who="Gwenio1" reply="65" id="2898127"] Quoting IBNobody, reply 64How many of you 'yes' people would honestly play TBS multiplayer mode for more than just a day or a week? Me. There is a PBEM game I am in that I have been playing for about a year, and it had been going for two years before that (a player dropped and I continued for that spot).[/quote] PBEM is not the same as online, LAN, or hotseat multiplayer mode. (Ed
How many of you 'yes' people would honestly play TBS multiplayer mode for more than just a day or a week?
Online Multiplayer: NO Hotseat Multiplayer: YES (But I want hotseat because I want the ability to play two factions at once, or to do game mechanics research.)
Noted. I'll make the update when 1.2 comes out.
I play small maps because I do not like to have to micro-manage the build queue in multiple cities. I only want to play a map where I have 3-4 cities and I'm able to cover all the surrounding area in my influence. Elemental has a poor build queue system. 1. You can only add items to your build queue if you have the money up front. 2. If you want to grow your city in a certain shape (to encompass a resource node, for example), you have to place your build
[quote who="Derek Paxton" reply="22" id="2879953"] Quoting IBNobody, reply 15Derek, I've been mentioning a few easily fixable faction and sovereign bugs for awhile (see my Sovereign FAQ). What's the best way to bring them to your team's attention? Shall I post the XML changes required to patch said bugs? Posting about issues in the support forum is the best way. But I just read your faq so i'll check out the bugs.[/quote] Thank you.
[quote who="RFHolloway" reply="23" id="2879930"] looks like floor (base/cha) to me - with base being 280 for generic etc.[/quote] It's close - I assumed it was something similar (10/CHA*base) because SD likes percentages.
[quote who="Alstein" reply="20" id="2879860"]One question- think this might be a minor bug. Wind Shield is avaliable at the start of the game- shouldn't that be a book of air spell? [/quote] It's a replacement for Blink. But I'd MUCH rather they dump this spell into air and give us Blink back.
Derek, I've been mentioning a few easily fixable faction and sovereign bugs for awhile (see my Sovereign FAQ). What's the best way to bring them to your team's attention? Shall I post the XML changes required to patch said bugs?
[quote who="Heavenfall" reply="1" id="2878093"]There is actually a ton of small changes like these in every patch, way too many to print in the patch notes. I've found that the only way to know about all the changes is to compare the core XML of "before" and "after" patch (and read the changelog, ofcourse).[/quote] That's how I find them. I just wished that they would have listed the spell immunity change. It was definitely needed, but they should h
I've updated my FAQ for v1.19.
What changes in 1.19 have you found that were undocumented? Here's what I've found so far... Spell Immunity is now a tactical combat spell. Kingdoms now get diplomatic capital based on the sov's charisma when researching refined diplomacy. Lord Markinn has had his organized trait stripped from him. ------ I support the
[quote who="Dsraider" reply="169" id="2875931"]I have always thought Blink was a weird spell and OP. I agree that removing spells is kinda lame but in this case I understand why they did. It is to easily abused and broken through going behind buildings etc. Spells don't have cool-downs period. You can't add one just for Blink, maybe in FE. If you can cast infinite fire balls in a row why not Blink? Even if you added cool-downs to all spells it would be lame because people would still just alt
[quote who="Derek Paxton" reply="157" id="2875523"] We considered a higher casting cost, obviously thats what we did with Teleport. But Blink wasn't just a case of balance. It introduced significant AI, balance (in that even with a higher casting cost it was still abusable) and fun issues (bouncing back and forth on a battlefield while the ai runs back and forth isn't enjoyable and its strategic). It was, much like a Pauly Shore
I didn't see any mention of the broken custom faction/sov traits being fixed. Faction talent Arrogant reduces Champion cost instead of increasing it. Faction talent Influential does nothing. Faction talents that give a free tech give it regardless of faction type. (Kingdoms can get empire tech, and vice versa.) Sovereign talent Stupid does nothing. Also, don'
I wouldn't have looked in the support forum for patch notes. I didn't even know about them until Vandenburg posted the link. +1 Karma to Vandenburg for being an enabler.
I use the scalable direct damage fire spells if my fire crystals let me do more damage than arcane arrow or spell blast. I use the scalable direct damage water spell if it does more damage than spell blast. I use touch of decay, as needed, if the enemy is in my melee range. Finally, I use haste / greater haste.
I load up champions with enough INT to cast teleport and blink, and then increase their strength and constitution. I then gather them together in a stomp-stack and kill anything that invades my territory via teleport. If I come up against a company of hammer wielders, I'll send in my sov with high INT and use blink/direct damage spells to nickle-and-dime them. I love blinking behind buildings, too.
It's an exploitable game bug unfortunate feature of how the game sees turn 1. Start your city, save, and then reload. Not only will you be able to build a hut the first turn (assuming your sov has the green thumb +2 food talent), your city's influence will start as a 3x3 square. This will allow you to build a farm on turn 1. (You're better off with green thumb and a hut.) You will also be able to research on turn 1,
Even if you cast "Imbue Hero", the hero will not be able to cast many spells. They will most likely lack Intelligence. They need 8 INT to cast Return and 19 to cast Teleport.
[quote who="HsojVvad" reply="2" id="2869694"]Yes, I love that thread. I have it booked marked. Thank you for verifing that it is working. I read in the other FAQ that it was not. Ok, good to know, going to change it so I can have it. I jus tlove the name of it. So is there any other abilites that IBNobody may have not listed? Thanks again IBNody, your article is a great help for me.[/quote] There are some abilities that aren't tur
As you will see, I was wrong. I will update my guide. Charisma does still reduce champion cost, but the effect is non-linear. Here is a table of starting recruitment costs based on champion. MOST starting champions cost 28 gildar with 10 charisma, but they can cost more if they have better equipment (Gara/Rilis/Jasper) or no equipment (Qayidd). <span style="font-family: 'courier new'