Especially important for caravans, but also for hired champions and sometimes for armies. Click the "go to" button as an action, then choose the name of the destination city from the list.
random_target
When a city grows, the player gets a single option to upgrade and that's it. Even if the UI bug will fix the problem that makes the player unable to make an informed decision, there is still a problem with flexibility and the lack of options. My suggestion: Cities will receive specialist slots each level (starting with the second), and will be able to add or replace specialists as long as it has empty slots. Adding or replacing a specialist will consume
I don't see why it should be optional in the start game menu if it can be easily ignored even if implemented to all. It can be implemented in a very simple way: You have 10 slots to place units. First 5 are front line, the others are in the back. The only thing left is the ability to switch the order of the units in the army and to have an option for a blank space. Don't want to use the ability? just use the
This sounds good in realistic terms, and also implemented in many fantasy games, but I don't think it's a good idea for Elemental. The major advantage of the game is to give the user flexibility in unit design. Limit the options and you hurt that advantage. If I have limited resources and I want to create a balanced army, it is reasonable anyway that I give the better armor to the front line soldiers and save the iron by giving weaker armor to the archers. But i
[quote who="Gaeb22" reply="4" id="2794276"]Depends on location too. IE: I founded a critically important city (6 resources) in a mountain pass blocking all entry to my nation for 3 other nations. Couldn't get it past level 4 - completely out of tiles.[/quote] Maybe it's not the mountains. If a resource is in a city (unlike a resource that is in the area of influence but not touching the city) , it takes building space. So 6 resources, each of them taking
Or at the very least, a way to setup the army outside combat, like it was done in heroes even without "tactics" (front line, back line)
Does charisma effect anything other than recruiting cost?
It's also worth mentioning that the units I designed in previous games appear in later games. Since every game is supposed to be unique, and my designs match the resources I have around me, many custom designs are worthless.
I agree. Especially in the first part of the game, I lose heroes too often on auto combat, forcing me to battle manually even if the odds are very good. The SP waste before I have enough essence is just as annoying. I also think it should be kept simple. Make it too complicated and you'll have to change settings before each combat, which will kind of miss the point. I'm thinking of something along the lines of setting prior
In a way, it already exists. Since most buildings give percentage bonuses instead of static points, it is actually doing exactly what you are describing: Research technologies to improve the productivity of a resource. The current system also has advantages over your suggestion: It requires you to upgrade your city to higher levels to build some of the improvements, and requires you to spend space and resources to upgrade.
[quote who="Robert Hentschke" reply="2" id="2764982"]Nah. What would be useful is an alarm sound played at a predetermined time. A loud one. =P And I'm sure there is software for that already...[/quote] It already exists, and in an even more complex mechanism. After a certain amount of time the game crashes and does not allow you to re-enter before restarting the computer! It's called "out of memory exception" or something like that
You mean the fire/water/air/earth resources? They make spells of that element stronger (usually more damage). Spell description gives more details to how much damage it adds.
[quote who="ElanaAhova" reply="1" id="2793738"]Excellent ideas, but how will this affect the 'road building' aspect of EWoM? placement, and upgrades?[/quote] To keep it simple, it can stay more or less like it is now. A road will be created once a route is established (once the caravan reaches the destination). It will upgrade to a better road after X turns. It can be done in more complex ways like counting
[quote who="b0rsuk" reply="17" id="2793697"]Thanks for the information, random_target. I can see why monsters don't spawn in your Area Of Influence - it could be frustrating when your city would be attacked with no warning. In Master of Magic, only lairs and nodes generate monsters. You didn't have to put a city between 3 ruins. However, if monsters are not aggressive enough towards cities, then it bothers me. Why in the first place can you afford to paint the world with cities ? S
Since currently ranged weapons have only advantages over melee weapons and no disadvantages, I think it is important that ranged weapons will always be weaker in attack rating compared to melee weapons in the same number of techs. Possible ideas for disadvantages can be: - Limited ammo - Attacks that take more move points compared to melee - Limited range and lower attack on close range - Cannot move and attack the same turn
The monsters don't spawn in the AOI, but they do enter if they are spawned outside. I'm not sure how complex the AI is and if they try to attack cities or just wander around. But yes, I think that having a city is generally safer than having an empty area.
The caravans as they are used now present some problems: 1) Unintuitive. When I see a unit that is going somewhere, I expect a one time bonus when the unit arrives. Instead, I get a small percentage bonus every turn, regardless of where the caravan is. 2) Micro-managing. While the caravan moves automatically, it still requires constant attention to prevent them from being killed by monsters. If they are killed, I nee
[quote who="Sethai" reply="11" id="2793460"] it would help in the short term, but it is quite an arbitrary distinction. i think the bandits and monsters would help. but they whould be mostly a barrier to expansion rather than a threat to civilizations. they should be more aggressive in killing pioneers but less aggressive for attacking settlements.[/quote] The problem is that the monsters are one of the main reasons I feel I need to spam cities in the game. <p
What about gates/portals as a building instead of a spell? It can be a building that requires a lvl 3 city, or maybe even 4. You can teleport any unit from a city with a gate to any other city that has a gate, but limit the use to 1 per turn (like the airports in civ 4) In that way, most of the problems mentioned here are solved: 1) It will not be able to pass strategic bottlenecks since it will require a base beyond the blocking city.
I don't think heroes should be simply "super units", but they do have to be better than individual units in the way they level up. Regular units should automatically increase HP and combat stats, while heroes should get to choose stats to improve and some kind of special abilities (not necessarily every level). Some heroes will still be better than others since they will have better initial stats and abilities and maybe different development options. At
In the last poll about what changes we want to see, like many others I voted for tactical and general combat mechanics. The game itself is kind of fun even without the changes in the combat and magic that I'm waiting for, but the thing that really stops me from having fun is not the balance or the tactics, it's the UI. There were improvements in the 1.09 patch, but there are still several things that can really make me want to stop playing, especially when the e
Even on high levels, my heroes have very low HP compared to squads and summons. With such low HP, I don't dare to auto combat since it's a big risk even on relatively easy battles. Is there any way to increase HP? I know I can increase it with CON, but since it's 1hp per 1 con, I don't think it's worth it.
great! This was one of the main things I needed when the empire started to grow. Will there also be a way, through this or any other screen, to keep track of the caravans? I think it will be good to know how many caravans and routes exist from and to each city.
[quote who="BoogieBac" reply="3" id="2788533"] Shopping anywhere is a nice to have . . but the fact that I can find a merchant anywhere in my territory breaks immersion for me. We went back and forth on that one (I fought for the 'have to be in a city' system), but at the end of the day it was considerably less 'fun' to slog your way back to a city to have to visit the merchant. Perhaps I can slide a option in for players like us More RPG-y[/quote] May
Boy, do I feel stupid. Okay, I've been playing the game for some time. Right after it came out to be more precise. I was very annoyed that despite playing the lowest difficulty levels, with just a few enemies, I still lost, big time. Now, I know I'm not Endrew Wiggin, and I know that I'm still kind of new, but I didn't expect it to be that hard to learn as I play. I was just about to ask the question in the forum, and I decided to