This all sounds very promising Derek, looking forward to beta 4.
Dagwood
Me likey these changes! [e digicons]:grin:[/e]
Large, always.
Same issue for me too Stuie. I'm on a win7 64-bit machine, how about you?
Verified this 3 times. Load saved game, press next turn. CTD. [e digicons]:'([/e] Let me know if you need anything else.
I've noticed this as well.
I would like this also.
I like this, something to strongly consider...could probably be modded in without much issue too.
[quote who="Annatar11" reply="6" id="2766550"] I don't think the mana system is bad, but the spell damage/effects system certainly is. I can't say I have a very strong opinion on global mana or per-character mana like we have now, I just hope this isn't the only change they do to the magic system because I feel it's far from the most important one.[/quote] I totally agree with this. I have been pretty supportive of Stardock going in different directions with game mechanic
Thanks for posting this!
WOW! [e digicons]k2[/e]
I'm not married to my idea, and I like where you are going with this. I agree the mechanic was added late beta and seems fairly arbitrary. I was going for something more coherent to draw the player into the game. Similar discussion was occurring here: https://forums.elementalgame.com/395895
Sorry, I wasn't clearer. I meant when you choose your level up bonus the UI takes you to the building placement screen directly.
I like this...I would even go a step further and have Champions be a little more dynamic in allegiance throughout the game. If their loyalty rating sinks below a certain threshold, then other kingdoms/empires could directly hire them away...for the right price of course... same for you luring heroes away from other factions [e digicons]*_*[/e]
Some of these ideas/concepts have been mentioned a few times now. I hope Devs are watching [e digicons]:grin:[/e]
I think a lot of the "depth" issues could be solved easily if they dev team would just give us a little more story along with certain aspects of the game. Continuity isn't expressly given and must be inferred in many situations. For instance when a city levels up, a quick blurb like: "Your settlement's population has increased to a new level, thus attracting the attention of a number of specialist wishing to establish themselves in your town. Who do you wish to grant your favo
I have mentioned this in the course of another post or response before, but the more time I spend playing, the more I find myself wanting an Alchemist type improvement so that I can exchange resources. E.g. 2 gildar -> 1 material, 5 material -> 1 metal, 1 horse -> 20 gildar You get the idea. Would be a little more flavorful if they weren't fixed exchange rates either...a little natural variability over the course of the game would be nice for repeatable game play.
Me likes this idea....I also would like to see the "level up bonus" take the form of a unique building that provides said bonus, instead of just a fairly arbitrary stat bump.
I personally would like to see the bonus come in the form of a unique building in the city that bestows said bonus, rather than just some arbitrary stat boost. I like your ideas to expand options though.
[quote who="Arcayer" reply="1" id="2762796"]Hmm, the dragon only shows up once though, so a strict rock paper scissors would result in late game heroes not being able to find their target, and armies being the only viable strategy. Of course if we expanded the adventure tree a little this wouldn't be a problem. [/quote] Presently this is not accurate. You obviously haven't researched the Dragon Nest tech... however, it my sincere hope that Stardock will rethink this s
Not sure if the saved game is on the turn it happened or not, but it was the closest saved game to the crash. Debug.err & crash zip at link. Let me know if you need more info.
I'm not with the OP on this...I actually think there ought to be a non-territory teleport too... I surely think the mana cost is appropriate...I mean you have to wait 5 turns to get that mana back presently... maybe cost more mana to move your army with you or something of the like. Actually, if I had my druthers, I would have a teleport scheme where your range was determined by sovereign/hero stats in some fashion. Limited early on, but expanded late game.
Troggie, Good Post. I disagree about sacrificing ESSENCE however. I think an over-all game re-balance can fix this issue. I personally like having to make a choice on whether or not to imbue any given champion knowing it will cost my sovereign some power down the road. Re-engineering the magic system in any number of ways would probably also solve your issues with this, I feel. On your other points, I largely agree, thanks for posting.