[quote who="charon2112" reply="6" id="2736980"] Listen, this is a turn based strategy game. You're lucky that there's tactical battles at all. Most TBS just calculates a die roll, you see an animation and that's the battle. The last thing Elemental needs is to have tactical battles turn into some over complex 'Final Fantasy Tactics' thing. Please Stardock, do not over-complicate tactical battles. They should really be for eye candy anyway, GC2 and Civ are ju
MxM111
Those Caravan bonuses become very important for your food producing cites. Especially if you have distant cities or AI trades with you. It can change your food production by the factor of 2 or more!!!
Is there way to change caravan destination?
Even partial information is appreciated.
The easy thing is that it builds road. But I also heard that it gives some food bonus. The questions I have how exactly does it work. Is it better to build caravan between my two cities or between my city and AI? Does it matter if one of the cities produces food? Does it matter which of the cities produces food (the one who build caravan, or the one which received caravan). Are there any other bonuses, non-food and road related? Like relationship bonus if you trade with AI?
Build town next to barricade. Wait until borders expend beyond barricade. Use teleport.
The reason why I could not find it is.... IT IS NOT VISIBLE ON CLOTH MAP It should be fixed (though I play the original campaign, without restarting it for 1.05 patch, so it may be fixed already)
So, armor is useful against Magic?!
My next step in campaign is to "get back to Kandir" to get "tome of Dred'nir" in the library so that something could be translated. I know where "Kandir pass" is, killed the dragon there, but I just can't find this Kandir! Help!?
Copying from link above: Here’s a few highlights: The UI is updated to be somewhat more intuitive. The campaign is significantly updated (though only for those starting fresh). Resources are treated more like units. This is hard to explain but essentially the game will let you know of what resources you’re not using and how to make use of them. There’s a lot of performance improvements the day 0 build, particularly f
I think this is intentional. It is different world, the world where there is magic and where the war just happened, killing nearly everyone. What you think is Empire in our world on Earth, and what it is in elemental are very different things. How many people live in a single kingdom of elemental? Not a lot! In my present game I have like 5 cities, and the total population is ... 250 people. It is just different world, because in our world 250 people is just village, and ther
Interesting, the patch focus mostly on crashes, not on gameplay, such as AI and balance. When are we going to see gameplay polish?
I think you should post it in support forum instead of general.
Demigod was not created by stardock, so no point to compare. Stardock was demigod's publisher.
I pressed OK when it asked if I really want to start another campaign, all data will be lost, or something like that (I was reloading campaign after bad battle) Then it crashed to desktop http://dl.dropbox.com/u/5009476/Crash4/Elemental1_00-2010-08-23T21-32-35-74.zip
I think AI is one of the late things they were working on. It may be that it is better in day 0 patch.
[quote quoting="post"] 2 how come i dont have to spend any gold when I build new settlements? Are they free now or is it a bug? [/quote] I think it is by design. While the settlement is free, you need to produce pioneer (the price could have been higher) and protect it with units. Those units for protection cost money to, more over, they consume money per turn. So, unless there is some resource, there is no reason to build settlement, even if it is free.</
You have to move units to the age of the map behind you.
I thought it is XP
[quote who="dc_alpha" reply="1" id="2724277"]Frogboy ROX![/quote] Should we start thread with this title, since Frogboy did not forbid that? He said only about game, right?
[quote who="KellenDunk" reply="35" id="2724352"]The way to even it up between stacks and champions in my mind is to simply not have stacks gain more defense, they're already getting the HPs stacking, no reason to let their defense stack as well.[/quote] THIS!!! Indeed, I understand, why attack is higher (10 swords is better than one), why health is greater (10 units have more health), but defense should not stack! The defense for 10 inits is exactly the same as for single, you
What would be nice is to see "rolls" and all factors in description of the battle, not just "damaged for x" as it is now. Like the folloing: Spider attacks with roll 5 (out of 0-5) for the attack of 6.25 (25% terrain bonus). Solder defends with roll 3 (out of 0-8) for the defense of 2.25 (25% terrain penalty). Final damage 4 (6.25-4.25)
It is good improvement. The graphics are very nice. Those atmospheric effects adds live. Interface is much cleaner. However, I do see that there is lots of work still left with balance, gameplay, spells, AI (both strategic and tactical). It is still not where I would like release to be. The game should excel first and foremost in GAMEPLAY, and here I am looking for SD to continue to work on it. (Though, knowing SD, they will)
So nobody knows or have any idea??