[quote]Oh well, I wouldn't want to raise the wrath of certain Stardock programmers now would I... [/quote] And one must not forget the position this programmer has in the Elemental dev team ;)
Peace Phoenix
[quote]@Frogboy/Draginol just a comment on your fantasy writing: imho you should not go too far with the inflation of fantasy names, since at some point i need a dictionary. the problem is not necessary the amount of names rather their frequency that should be toned down a bit. [/quote] Let me see: Tar-Thela, Curgen, Talax and Amarian are mentionned in "of the Titans" dev journal https://forums.element
[quote]Thank you guys for the info! I ordered the game, however, with a different email account than the one that is attached to my Impulse account, is there any way I can attach the pre-order to my impulse account?[/quote] Well, you whould contact [email protected] to have the order moved to your Impulse account e-mail. When they will issue keys, your key will be attached with the e-mail used for ordering.
[quote] Instead they'll pay a flat monthly "Impulse Subscription Fee" and in return they'll be able to play any game on Impulse any time they want.[/quote] Ironically, it reminds me how drengin.net worked before turning into Totalgaming.net then into impulse (see https://www.stardock.net/media/article_indiesstrikeback.html )
[quote]I do however, think that for cities far off the beaten path there should be some sort of time penalty to training a unit or building something that requires resources the city is not geographically close to. But even in the most extreem of circumstances this penalty shouldn't be more than a turn to two. This penalty could even eventually be negated with the research of some road enhancing technologies, or installation of magical teleportation post offices.[/quote] And now the s
[quote]+ AI-controlled sovereigns now get sent to their closest city if they are defeated in battle. If they have no cities left, they are killed, and their faction is destroyed.[/quote] I hope we have now a way to raze a city. In beta 1G, the only way to be able to have a conquest victory with lots of opponents was to kill their sovereign outside their cities to have their cities disappeared and avoid the exponential city cost.
[quote]could always marry a dragon and have half dragon childern[/quote] It remembers me a quest in King's Bounty: the Legend ....
[quote] Here's my proposal on that, let the sovereign bring life back to the land, and make it livable again, but let the people build the cities!! [/quote] Well, in the greek mythology, lots of cities are reported as being founded by heroes or demigods after they have clean the land from nasty beasts ( bringing civilization to wilderness). We currently know that teh sovereign can build a city. We don't know if they are plans for champions (who can be imbued with essence to ca
[quote]HURRY UP AND OPEN BETA AGAIN SO I CAN PREORDER THIS GAME!!!!![/quote] What is preventing you from preordering now?
[quote]Why should the sovereign get gold for killing a spider?[/quote] Perhaps someone who has gold want the remains of the spider for some potions ;)
I have one example of bad translation for the french version of King's Bounty: the Legend. The translation of the noun "turn" is " tour " The translation of the verb "turn" is " tourner " During the tactical battle, you get a message telling which turn is starting. And they have translated "turn xx" into "tourner xx" instead of "tour xx". It is really kills the immersion, as you are always in battles.
[quote]Add to that the fact that the person who is in charge of the AI = the CEO/founder/boss/evil dictator of Stardock.[/quote] You forgot to add : and sole owner The fact that SD is a private company owned by Brad gives him lots of freedom about how using Stardock ressources ;)
[quote]You would no longer start a city and pop out a bunch of huts because a) you couldn't -- you don't start with any global food resources so your first move would be more likely be a garden or something else which is more realistic (if I start up an outpost, I'm going to deal with the food situation first before I start to encourage settlers to come in). [/quote] With the current 1G tech tree, you will need to wait near 20 turns before being able to build huts: first searching the
[quote]Right now, the weakness I see is that farming (food) is too connected to a given city. As a result, we have the problem where a farming village can't feed a distant city as you would have in the real world.[/quote] A simple solution to this problem would be to have a way to define to which city all food surplus (those in excess compared to housing) are send.
On Impulse, for Europe, Red faction guerilla costs 49.99 Euros while the red faction pack (which contains RF1, RF2 and RF guerilla) costs 44.99 euros
[quote]For me it just will inconvinient to have run 2 clients to play my games. I really dont see any pros of having impulse reactor right now.[/quote] I guess you have missed an important point about impulse reactor (which isn't available yet): game with it doesn't require Impulse to be installed or launched. Game with Impulse reactor doesn't require an external client. Contrary to Steamworks which require the Steam client and the steam store, games with Impuls
King Bounty Gold is in the RPG category on the Impulse store http://www.impulsedriven.com/products/ESD-IMP-W372 You are the leader of an army. Your stats increase and you can equip item. It is more a RPG than a TBS game, especially with all the stories and quests.
[quote]I think there are some definitely some fantasy TBS games, including the newish King's Bounty series[/quote] King bounty : the legend and King bounty: armored princess are RPG
In the following savegames http://dl.dropbox.com/u/5057853/pb%20road/Connected%20road.EleSav and http://dl.dropbox.com/u/5057853/pb%20road/Road%202.EleSav I have created a road bewteen 2 cities. And in order to speed things, I have started the roads in the 2 cities. The savegames disply the fact that the road are connected and the ma
try something like C:\Documents and Settings\All Users\Application Data\Stardock\Elemental - War of Magic\Temp\English\Core Quests and copy them into My Games\Elemental\Quests
It could be useful to know how many items are in the build queue when we get the message telling us that a city has completed an improvement.
I have looked at the CoreTechs.xml file. And it seems there is a typo in it: the tech Advanced_Quests_Altar needs first Qeusts_Altar and not Quests_Altar The requisite for Expert_Quests_Altar looks strange since it is Expert_Recruiting_Altar and that tech doesn't appear in the file.
[quote]Maybe it's just me but the quest system feels very stagnant / artificial at the moment. It doesn't make sense that you need to actually research questing.[/quote] Have you got actually some quests? Because I was able to get quests in 0.295 without having researched adventure techs. But that doesn't mean that I could be able to finish those quests without any adventure techs.
I am pretty sure the devs would like to have the hanging save game provided to help them identify and fix the problem.
I got the quest "Strange noises". But I haven't yet researched in adventure techs. Is it normal?