[quote who="fujisawasensei" reply="2" id="2769100"]Plus if I remember correctly they're rethinking the whole magic system so I'd expect this to change in the next few weeks. (if not the next patch)[/quote] Yup.. at minimum 1dn goes this patch, this should have some effect, hopefully we soon see an added magic resistance/defense system..
Twohawks
See I do not mind that the elemental books are going into tech.. Heck I would rather a system that let me pick spells then books .. for example say I want an attack spell I would love to be able to choose from fire,earth,ice, electric, and so on for each hero, rather then grab a book and then have all spells from that book available.. I prefer to tailor make the casters they way I want them... this way I have a big book to learn from but individual casters have smaller spell books.. in this w
[quote who="RhetoricalSun" reply="1" id="2769072"]Best I can tell, you can't. You have to train new "squad" units by clicking the icons on the top left of the troop-build screen.[/quote] correct.. there is no current mechanism for combing units or upgrading the other then disband and retrain..
Nice work on testing that Kalin.. I am not a fan of placing to many limits on how many cities I can build( its my empire damn it so i want to build as many as I feel necessary).. But I am all for teaching the damn AI to do it a lot more intelligently and frankly giveing pioneers a higher gildar cost and training time actually does not bother me.. yes it might slow me down a bit but if I have a successful managed empire it would also still allow me to expand as I like.. a good
I like the idea of flexible resources but only when it makes sense.. examples, fertile land: farm or farmers market for trade IE gildar fish shoals: food or trade (new resource idea!) horses: mounts, trade or for empire food wargs: mounts, trade, or hunting (food or prestige perhaps) Oasis: Prestige IE park or increased food mind you these can be expanded on by others.. I fully agree that by giving several options to as many resources as
Oh your not the first to point it out.. in fact so far all the post on the matter agree 100% ... No auto attack please.. at least not with the heroes that are for hire.. at the very least give us a conformation on this kind of attack..
That sure sounds like a bug to me.. [e digicons]:thumbsup:[/e]
did you have a unit in town with a further sight range? if so that may be why..
I like the idea of specific mount for specific races.. However I would like more variety in mounts.. I do support the idea of the cross race mount (IE warg for kingdom and so on) being a very rare tech or a very rare quest reward, just to toss little variety in the mix..
go into options turn grid on .. it is possible you built city on a square with no build able tiles next to it.. then take second screen again and show it.. if this is not the case seems like a bug to me...
[quote who="Zubaz" reply="4" id="2768587"]I'd accept variable length as an option . . but I'd rather be a no good, rotten, untrustworthy son of a sovereign and see how many people I can whack before I cared about what the other kingdoms thought of me.[/quote] You sir are Eeeeevvviiiiil! I admire that [e digicons]:thumbsup:[/e]
[quote] There is never any reason to Pirate a game. All you are doing is reasoning being a Thief.[/quote] QFT
[quote quoting="post"] With each patch Elemental becomes more enjoyable but the game still plays like a run-away train due to balance problems. The most interesting part of the game is the very start where you plan your first city or two to make use of your resources. But after that the game just accelerates away where your player stack quickly becomes unstoppable. Then it is just a matter of moving around without any real challenge conquering all and sundry. Hence the term 'run-away tr
To the OP.. back when it first came out, (many here played it then) it was one of the newest concepts in this type of games.. So bad AI or not it was an awesome experience.. Then over time fans moded/tweaked until its a fairly decent game.. So for many its fond memories.. it also is still on the short list of fantasy 4x games this in and of itself has kept it popular.. I have not played it in years yet I have fond memories.. I do not need elemental to become MoM 3.x but I hope to
[quote who="CarGuy1" reply="4" id="2768550"] Actually I'm only active on Elemental. All of the Stardock boards cross certain forums. This one is also crosses over to WinCustomize, where you have zero karma. On Elemental I probably have zero as well while on WinCustomize I show 373.[/quote] You show 27 on elemental carguy just FYI[e digicons]B)[/e]
I like the idea of different length treaties say 10, 25, and may be 50 turns max.. I hope to see the AI evolve to a point where we can allow breaking treaties.. IE the AI needs to smart enough to see a troop build up with in x squares of its boarders and threaten to end treaty.. When we break treaties the word needs to spread so that other AI Sovereigns do not trust us.. and other such nuances that add a lot of spice to diplomacy. I know some of this may come over time ... So here's to the fu
See here is the problem.. When one break out the Fanboy or hater one looses an element of credibility.. Any points one makes can become a second class citizens to the fact we a labeled people who disagree with what can be viewed as a derogatory term... (i like both Civ and Elemental and am firmly in the camp that we can learn for other games successes. by the way) .. I am not trying to start crap in fact a good few of things posted I support.. My only point is when we sto
karma total varies from board to board for example you might have 1 karma on element and 2 on joeuser because 2 people gave you karma on joeuser...
Does the AI's adventure level effect the world difficulty? I thought only ours did LOL...
I fully support tech trading.. I liked tech trading in galciv.s and other games. It does need to be implemented carefully.. The techs would need a value that represent how dangerous it may be to give it to enemy and that value needs to change based on level of tech.. for example lets take bows.. ranged weapons and advanced archery at first when AI has ranged weapon its rank would be 1 (meaning do not trade) then when same AI gets advanced ranged archery it gets rank 1 and ranged weapons get a
[quote]By stack limit, I mean the number of units that can sit in the same tile and move/fight together. IIRC it's 10 units. The current squad size limit is 12, but you could mod that higher pretty easily.[/quote] LOL not in my battles.. I have at least 4 melee units per and usually 2 are mounted heroes.. granted the rest are archers or caster/archers heroes.. I find the 2 hero seekers very useful with high hp mobs to bring the battle to an end faster.. my other 2 melee units can be f
yup its a bug in this thread it was reported buy stadock staff its been fixed internally...
I do like NTjedi's various weapon additions although some of the need range tweaks for example blow gun and shuriken ,throwing knife and dart should be shorter (only sightly) in ranges blow dart. as to the damage types are consistent with the weapon types so that works very well... I further see little trouble with the Dev's using that and Line of sight / Shot Trajectory/range as to hit modifiers. to bring range a little more in line.. All in all good ideas in this thre
good point caravans should not be counted as an idle unit once in trade rout mode..
I do not find it boring.. I would however like less delay between clicks for attack its to long right now..