Ahh... Poor Vanilla...
IBNobody
On higher difficulty levels, are goodie huts defended? I've been playing on the lower settings to try and understand the game, and I was disappointed that I didn't have to fight for any of these free resources. The only way for my champions to gain EXP was to quest or fight bandits.
[quote who="Aatxe" reply="4" id="2853782"]On civilized, I believe it lessens the cost of training Pioneers. I can't remember and not in the mood to check it out. Uneducated increases techs by 10%. Right? My assumption, but you know what happens when one assumes.[/quote] I checked. Pioneers cost 5 guildar, 1 population, 10 materials, 5 turns, 0.3 guildar/turn in wages regardless of the civilized trait.
[quote who="Stuie_acs" reply="2" id="2853169"] quoting post(how do I delete a faction now that I’ve created 50?!?!?). Go to [your documents folder > My Games > Elemental > Races] and they should be in there. You can delete the files and they will go away. Karma for the nice break-down of faction creator stats! Thanks.[/quote] I figured that out on my own, but I was disappointed that they didn't have an in
I'm still trying to like the game. I think it's the learning curve and the information obfuscation that befuddles my longtime 4X'er mind. There's this really nice "Kingdom Report" screen, right? Does it give you a full kingdom report? No. You have to hunt for information. It doesn't show Mana income/expenditures. It doesn't show Tech Knowledge Point Income. It doesn't show Arcane Knowledge Point Income. It doesn't break down numbers in tool-tips.
I've decided to add a discussion on Sovereign Creation... Stats Stats can start at 10 and can be raised to 15 or lowered to 5. Increasing a stat costs 3 points (or your remaining points if you are left with 1 or 2 points). Decreasing a stat yields 3 points (unless you bought one with 1 or 2 points). Stre
In order to better appreciate/understand/like the game, I wanted to look at the faction creator to see what traits were available. Doing so was an eye-opener and uncovered some bugs (see the tech traits) and some frustrations. 12/23/10 Update: I've cleaned up the document, added comments, and left some open questions. 1/3/11 Update: I've added my opinions of the faction traits. I've also started on the sovereign traits. 1/11/11 Update: I made some minor
I spent about 5 hours with 1.1, and ... I still don't know if I'm going to like it. Stardock loves vanilla and percentages and AI. I love unique, game altering/imbalancing abilities and could care less about percentages as long as I'm crushing my opponents. I don't think that Stardock can deliver on what I want. :( Maybe it's that I just can't get IN to th
I figured it came from my sovereign, but there's nothing that tracks where that income is coming from.
If I mouse over my income bar at the top of the screen, it says I'm getting 3 mana per season. Where is that mana coming from? If I look at my kingdom report, I see stats for income, food, production, etc, but mana hasn't been implemented there. Where should I be going to find out where that mana is coming from? (Also, I've yet to meet another kingdom or empire, yet I have the uncanny ability to know how many cities and citizens the
MoM is fun because it is unbalanced, cheap, and has a dumb AI. It has races that are different. Units that are different. Spells that are different. It was very enjoyable to build your unstoppable "stomp stack" and screw over the AI. The next MoM game I play, I'm going to burn all cities to the ground and just worry about capturing nodes.
On the world view, I always want to try and send my units over mountains, or at least over the "saddles". On the cloth map, I can't always tell which squares around mountains can be traversed. It would be nice if impassable tiles were marked somehow. Grey them out, perhaps, when a unit is selected?
These bugs are still in 1.07.
I said this in another thread, but this is a good place to reiterate. As a good faith gesture, SD needs to commit to a longer support cycle. The year of updates that Stardock has committed to this project should begin once they get the game stabilized, polish the UI and overly rough edges, and get the game to a level that is somewhat balanced.
[quote who="Wintersong" reply="4" id="2747993"] I feel that the only thing that Frogboy owes me is crash/bug fixes, plus year of free updates. An explanation would be nice but not compulsory (and certainly cannot compare in priority with the previous elements mentioned). Apology? Actions speak louder than words so I'll stick to the crash/bug fixes plus year of free updates. Not trying to offend anyone here. [/quote] I want my "year of free updates" to st
1. Tactical Combat is pointless. 2. Champions get slaughtered by city-made units. 3. City-made units are dull and have no uniqueness. 4. Tactical Combat Animations are Slooooooow. EDIT: Had to add #4, or else I could never enjoy fixes to #1/#2/#3.
1. The "tooltips" for all the colors (primary color 1, etc) are scrambled, and one (roof color) lists itself as "String not Found". (Kudo's to your team for keeping that "not found" bug from crashing the game.) 2. Changing the coloring doesn't change the appearance of the faction mannequin. 3. If you created a custom faction, try to start a new game, and get to the "Choose Opponent" screen, the "Back" button takes you to the faction creation screen and not the "Choose Fac
[quote who="Wintersong" reply="13" id="2739401"] And then we would have lots of people complaining about it not being innovative enough or similar stuff. Feels like Dawn of War 2 case or Starcraft 2 case. Both opposites, both with detractors.[/quote] There are elements that EWOM does and can do well, such as questing. There are elements that EWOM does poorly, like the whole unit customization thing. They should have kept the core elements that worked and then
So... Elemental, while inspired by MoM, is not MoM. I'm coming to grips with that now. I feel like they took everything I liked about MoM and threw it out the window . Buildings availability based on races/factions? Gone. Units unique to races/factions? Gone. Unique Heros? Gone. Diverse spells? Gone. Challenging and rewarding tactical combat? Gone. Leaders that specialize in only one "book color" of magic? Gone. Aside from some % bonuses, does it real
[quote who="lordkosc" reply="3" id="2732832"]Wish there was a poll option for "its alright , but needs a few more patches". [/quote] Exactly my thought. EDIT: I voted that I was dissatisfied with it. That was my closest feeling. The game needs polished. It will get polished, but it shipped with quite a few rough edges. It seems like SD was trying to hit a date.
I don't know if I want to start again! ;) Tried it - I turned localized data off, restarted, then turned it back on. Still am getting +.5. What is localized data, anyway? Do I need to clear anything?
Brad said that combat speed should only increase by 0.25 in v1.05. I'm able to increase my combat speed of Relias and Janusk in a new campaign by 0.5.
The game prevents turns soon after the crystal mine is built. Gives new meaning to "just one more turn"!
[quote who="Slainangel52" reply="1" id="2726562"]Sword = Offense Shield = Defense The way I've seen it explained is this. Offense rolls 1-X where X is your offense score Defense rolls 1-Y where Y is your defense score Subtract the defense roll from the offense roll and you get damage. Anthing 0 or less is a "miss" Combat speed is your action points on the tactical map. Every
One problem I'm having with the game is that I don't quite understand the combat mechanics. What does 1 sword icon mean? What does 1 shield icon mean? How is damage calculated? How does combat speed play into things?