Custom Sovereigns, with a default installation, are in "My Games/Elemental/Units" I believe. (Game not in front of me right now)
malekith
My first game I lacked the good sense to take the organized trait. If it weren't for teleport, I might still be playing that game. Perhaps a range limit on teleport that scaled with map size? Maybe the base version of the spell is only castable to teleport from within your own territory (move from one side to the other)? I'm generally not a fan of mucking with casting costs until we have a better feel for what mana availablility is going to look like longer term.
[quote who="Wizaerd" reply="10" id="2762324"]Which brings up another question, I looked and didn;t find any way to edit a sovereign once it's been created and saved. Is this true? [/quote] How are you with xml? :)
[quote who="thisisretarded" reply="15" id="2762279"]if you don't want to hunt them, don't. just leave a small army in all of your towns (which you should do anyway: WAR of magic) [/quote] They will destroy linked (but not joined) improvements as well as caravans. The only way to deal with the constant stream of late game monster spawns is to station troops in the wilds and manually move them around to engage the spawns as they pop up. It is ridiculously tedious
A quick search didn't turn anything up. Put this together in excel and have been using it for reference. Thought others could use it. Please forgive the ridiculous URL: http://cid-7d2aef4a0e3e3711.office.live.com/self.aspx/Elemental/TechsTrees.pdf <a href="http://public.bay.livefilestore.com/y1pG65rJqMFqwJzkSfLJkHjqVNCIONxeZQpbNINGk39DVzau86CS08erCh-UL2WRLNFtndsx_V5uwMB1w-Ylvm
There are a few facets of the MoM magic system that I do not believe would benefit elemental: Ability to cast tactical spells in any combat regardless of whether your sovereign is present. This made sense when your wizard was up in his tower; less sense when he's an actual unit on the map. Plus, with the ability to imbue champions, you can usually have magic wherever you really need it if you plan appropriately. I like treating a wizard as a r
[quote who="VR_IronMana" reply="10" id="2760955"]But no - you don't have to be in the same city (or even the same stack). It happens at random (there's a chance per turn after a minimum). [/quote] The pertinent values from the xml defining childbirth (ElementalDefs.xml): 4 0.1 &nb
While mechanics like this tend to make a lot of logical sense, I find they don't translate well to gameplay. They push people to game the system. If you ever played Oblivion, one of the best ways to level up was to continually summon a skeleton so you could beat it down, making you stronger and giving you better weapon expertise (and helping your summoning a bit as well). I'd rather not have to include some additional calculus in my conquest plans to account for how many add
[quote who="w34sl3" reply="12" id="2760745"]Are food bonus buildings (like+25%) added before the buildings that take things away or after evenry thing is equaled? [/quote] Before. A city that produces 4 food, has two houses, irrigation (+25%), and medium length caravan (+50%) nets out at +5 food to the global pool.
I wonder if the Civ IV model of not allowing monsters to spawn within LoS of any other troops/cities would work here? (Coupled with lowering the spawn rate to match the number of eligible tiles) When it comes to defending caravans, I'd vastly prefer being able to just station a few troops along the route to prevent the one-turn-spawn-and-kill phenomenon. The downside, of course, is that it gives rise to "fog-busting" units and cities that hurt immersion, in my opinion.
[quote who="ealinnara" reply="29" id="2760773"]Why should they be expensive? Once you have enough money, the costs are meaningless and you will dominate others, who cannot afford those pioneers, even more.[/quote] Perhaps you missed a word in my original post or I worded it poorly. I wanted pioneers to cost more than 1 point of population to make. In general, I think population needs to carry more meaning. A large city needs to have an enourmous productive advan
Until there are better UI tools to manage a large empire, I'd also like to see some of the emphasis moved away from rapid expansion. My pet idea is to increase the civilian cost of pioneers, tie city productivity more closely to population, and move prestige to a global stat that limits the overall growth of your entire empire.
[quote who="p22" reply="19" id="2760195"]You can get warhammers with first war tech, if you are lucky with empire. [/quote] I believe this is only possible if you use a faction with the Archery bonus. For Kingdom, Archery (Ranged Weapons) is a dead-end tech. For Empire, Archery (Piercing Weapons) is on the main weapons tech line and a prereq for Smiting. It's fun to research smiting within the first 10 turns of the game and create a unit type that
The Empire gives up the bonus food tiles in the adventuring tree for an extra caravan per settlement. Generally this means you're going to be more food constrained in the early game, but less as the game progresses. My typical remedy is to go capture a Kingdom capital ASAP. Of all the basic resources in the game, Food is the one I have never had any shortage problems.
[quote who="thisisretarded" reply="2" id="2760476"]boo to that. monsters are the only way to get the massive amount of gold needed to properly outfit champions, and even constant monster hunting is not enough to get more than mediocre stuff. [/quote] I would prefer this problem be addressed by better balancing the cost of champions' equipment upgrades against the cost of squads of guys using the same equipment. I'd almost prefer that champions just get to use whatever
[quote who="LikeTheWhirlwind" reply="24" id="2760326"] Dead soldiers don't get rolls in the current system. If you have an example of a battle where you've seen a squad do more than its max ATK in damage, please send a save our way. [/quote] Dead guys don't get rolls, but eveyone who's still alive has a higher cap on their rolls. As you stated, attack rolls are 0-(ATK/UnitSize). The problem is that as UnitSize decreases ATK does not. If my