Martimus

Martimus

Joined Member # 651436
14 Posts 155 Replies 15,686 Reputation

I found that if you click the option button in the top left corner of the screen after the AI attacks you (in the tactical battle screen), and press escape to exit the screen, the battle ends, the AI's turn ends, and it becomes your turn again. You can use this to avoid any fight you don't want to have with the AI. Once this happens though, the game will lock up where you will be unable to go to your next move. You can click end turn, but your turn starts again, and

1 Replies 3,849 Views

one thing you can do is to take the offensive against the weaker nations that declared war on you. This makes you stronger while you take their resources and cities and allows you to create more fighters. use these extra resources to take more cities from the weaker nations until you get strong enough to hold off the main enemies. Once this happens, you can usually turn the tide of the war slowly but surely. that is how I usualky handle that situation at least. I have t

41 Replies 47,798 Views

I stayed away from this topic for a few weeks because I was rather emotional about the change being suggested and seemingly being implemented, and I didn't want to act angrily. I figured I could program my own game the way I want it to be if they changed the parts of the game I enjoyed, rather than just complain about it. However, I decided to write up the way I would have designed the cities and their resources using the current setup. I posted it in the other thr

128 Replies 383,589 Views

I do think the idea of adding a square per level would work in the concepts of the game, but it is plain boring. The large cities look nice and make the game more personal than a small abstraction (or smaller abstraction) which just looking at the picture you posted looks really … well, boring. The initial picture of the current form large city looks much better. <span

82 Replies 123,012 Views

[quote who="TheOtherHorseman" reply="107" id="3126430"] I can understand the desire to want to preserve the current mechanic because it allows for better defense of resources and chokepoints, but I think that says more about needing better mechanisms for defending resources and chokepoints than it does about needing to maintain the current city construction system.[/quote] So you are saying that we should get rid of the mechanic we have that works fine, is fun, and makes sense, a

128 Replies 383,589 Views

[quote who="seanw3" reply="86" id="3120636"]Greetings Martimus. You seem to be passion about the game, but it may be the only thing we have in common. I do not try to persuade you a one tile city system is better, but perhaps I should explain the list I made before in greater detail. I seem to have understated many things. -More Detailed Tiles: You see, currently the number of objects a given tile can have is extremely limited b

128 Replies 383,589 Views

[quote who="seanw3" reply="54" id="3118891"] The benefits: -More detailed tiles [/quote] The tiles can be just as detailed when zoomed in as it is now. [quote who="seanw3" reply="54" id="3118891"] -Better game performance [/quote] This is likely true, although performance isn't really an issue now. I usually get crashes when I reload an older save and continue on that save for a while, but other than that

128 Replies 383,589 Views

[quote who="Bellack" reply="81" id="3120465"] Quoting sweatyboatman, reply 63 Quoting CHiZZoPs, reply 60 How about this: 1-Tile Cities with individual building screen, but on the map, an (up to) nine tile city is shown. How hard would it be to periodically render the city build view into a texture to lay over the area on the overland map where the city is, which would be a current depiction of what the city looks like?

128 Replies 383,589 Views

I am angered that this is even being considered to be honest. I like the game, although it is missing some of the great things about the original (population as a resource - fantastic idea; dynasties - also very fun). I don't understand why the best parts of WOM weren't included in this game, but it is fun anyway. I really liked the overpowered monsters in Beta 1 that kept races from expanding too much until they were strong enough to kill the monsters, and am

128 Replies 383,589 Views

I HATE this idea. I really like planning out city expansion to grab those extra goodies or block off areas of the map so that the enemies need to go through a chokepoint. The City snakes are a good idea, and they make sense. Look at actual cities developed during war time in ancient times. They also snaked and were built strategically to block off important resources from their potential enemies. I still don't understand peoples issues with this.

128 Replies 383,589 Views

In my Opinion, the battlefield isn't large enough for the bows not to have infinite range. I like it as is, where throwing knives have a very limited range, but Bows and Mages can hit from anywhere.

7 Replies 3,628 Views

I decided to cut to the chase and just take the last city from Magnar, with Magnar himself sitting outside the gate. Unfortunately after I did this Magnars army became invulnerable for an indefinite number of turns afterwards (I think I tried 5 turns then reloaded and killed him first before taking the city). What happened was that you could select to attck the Sovereigns army on the map, however the game would actually just move your army on top of the tile the sovereigns army is

0 Replies 5,677 Views

My debug.err is at the following link: http://pastebin.com/G0FQrNJD The save game file is: https://docs.google.com/open?id=0B8lBlL8TZwrWaTJpMTRCd3NRZFNfN1p5Skt3Vk5oUQ I cannot find the zip file that you mention in the instructions. I can't keep looking unfortunately, because my daughter keeps asking me to help her and I need to hel

0 Replies 2,794 Views

[quote who="mqpiffle" reply="15" id="3063111"] Quoting Martimus, reply 13 You still need to make choices with multiple queues. I know i never had all my cities producing troops at once, nor did I have them all producing buildings at once in WOM. You couldn't afford to do both, since you only had so many resources. The lack of the option miffs me, and to say that it takes away from the strategy is dumb in my opinion. It is a different typ

22 Replies 17,701 Views

You still need to make choices with multiple queues. I know i never had all my cities producing troops at once, nor did I have them all producing buildings at once in WOM. You couldn't afford to do both, since you only had so many resources. The lack of the option miffs me, and to say that it takes away from the strategy is dumb in my opinion. It is a different type of strategy, but it is a derived game mechanic that doesn't make sense. I HATE game mechan

22 Replies 17,701 Views

I have to admit that I really don't like how the game has made it so that you can only do one thing at a time - either build a unit or a city improvement. This simplification doesn't make any real world sense (Since you are building a building, we can't train any troops for some reason), and is too much like Civilization. Civilization has its place, but it is a very simple 4X game that even the original Gal Civ flew way past. I know I am not looking for Civilizat

22 Replies 17,701 Views

I have to admit that I don't understand why you are making these changes. I think it would be a good idea to post the reasoning behind the changes you are planning, as it currently looks like arbitrary changes. Things like making trained units have only 2 HPs, just makes units easier to kill (also makes training almost useless, as almost any attack can do 2 damage.) This wouldn't change anything about fights, since both sides would have the same issue. If you a

271 Replies 429,622 Views

The food/housing/prestige mechanic was the change that made Elemental a game that was actually fun to play. Why change the unique game mechanic that worked well already? You aren't the government, so your motto shouldn't be "If it ain't broke, fix it till it is." There are plenty of issues with Elemental that can be fixed, but I am surprised to say the least that you are going after that mechanic when it was finally balanced to the point of being interesting and fun.

100 Replies 208,792 Views

I went to a level 3 quest location (I believe it was called ancient ruins) with a weak character and it asked me if I was ready to fight. I responded No, since I didn't think that character would survive a fight, and woudl come back later. The quest hut disappeared, and I was a little bummed. But what is worse is that all L3 quest huts don't work at all now. I can run all the L1,2, and 4 quests, but the L3 ones just don't work. I walk on them and it is like the t

0 Replies 2,788 Views

[quote who="Thiryn" reply="29" id="2880210"]We totally need Stardock to make an X-COM-like game. [/quote] That would be awesome. Actually it isn't that much conceptually different than EWOM. Although the tactical battles are more indepth, and base building is maybe a little less complex.

229 Replies 783,878 Views

Anyway to destroy a current improvement outside the city? I am trying to destroy a shard improvement, since it is an empire improvement, and it didn't upgrade when I researched improved shard harvesting (or whatever the tech is to improve shard harvesting). Or better yet, just fix that bug, so that the empire harvested shard will switch over to a kingdom harvested shard when you conquer the city, so you don't have to destroy the improvement and build a new one.

254 Replies 119,288 Views

I actually really like the idea of an explorable dungeon. I never thought of it before reading this journal post, but it sounds cool. Kind of like in Red Alert where you would have some missions take place inside a building, instead of always outside with your base. The gameplay wasn't really even all that different, just as it wouldn't be here, you just couldn't make new troops and would just be limited to what you brought with you into the dungeon. I can understand

77 Replies 284,567 Views

I had a couple scouts die to bandits, and got a little tired of it, so I married up a scout with one of my champions to protect him. As soon as I did, the view distance of the party changed to the champions smaller view distance. So I had to disconnect the two, and my scout ended up dying again in a few turns. This makes no sense, as the scout won't suddenly have worse vision traveling with someone who can't see as far. It should be the highest view di

1 Replies 3,696 Views