kapeman

kapeman

Joined Member # 1671729
3 Posts 77 Replies 15,565 Reputation

[quote who="Glowing_Ember" reply="14" id="2858276"]the roads give a gold bonus. It starts at +10% and goes to 20%, 30% 40% if you click on a caravan you will see how much experience is needed till next road level. They gain experience either from moving from one town to the next, or by making a complete circuit between the two towns.[/quote] Thanks for the info! Where is this documented?

15 Replies 13,504 Views

[quote who="Derek Paxton" reply="25" id="2857252"] In my opinion the first fix for caravans is to get a warning indicator in the game for when enemy units are in your lands. By biggest problem with caravan attacks is that its a surprise that monster was there at all, requiring me to scan my lands every turn (not going to happen) or have monster attacks seem effectively random. If we still have problems after that fix is in then we will

118 Replies 324,840 Views

Another way to add flavor to the quest locations would be to add a bonus or force a requirement of a scholar type hero to fully utilize a lost library, for example. Say said lost library is explored by an adventurer hero, you could get the standard reward, but if a scholarly hero explores there is a chance for an extra bonus or the site can only be explored by the scholar hero. You could specify battlefields for the warlord type, etc. That would give more value

3 Replies 3,012 Views

[quote who="Derek Paxton" reply="22" id="2856846"] I'm undecided on the question of succession. On the one hand it gives a very cool use to the dynasty system. On the other it changes the focus of the game from the sovereign to the empire. We are talking "psychology of gaming" stuff here (attachment and agency) but I tend to think that although I like the idea of succession, it robs Elemental of one of the things that makes it

118 Replies 324,840 Views

This whole issue is exacerbated by the facts that: 1. When you get a notice that a caravan was destroyed you don't get any idea which caravan it was and 2. There is no good method to manage caravans currently. I would like to see either a guard unit function, as was mentioned previously, or some tech that would allow caravans to be upgraded with armaments. On a semi-related note, where is the chart that lists the criteria that dete

15 Replies 13,504 Views

I don't see that upgrading units would be an exploit provided the amount of time/materials needed was tied to the significance of the upgrade itself. I, too, am still having click/tile selection problems. Really like the dotted line for the path of a unit, especially for caravans. And how about the ability to modify that path. I would also really like to be able to assign units to guard a caravan. It is a pain to have to do this manually. I never noticed the ch

18 Replies 16,357 Views

All this talk of Death magic gave me an idea: If you choose death magic, you start off with a few units (skeletons, zombies, what have you) and the only way to get more is to resurrect actual units that die in the game. At first you would get just creeps, but as the game wore on you would get normal units. (You can already get bandits and such when a city levels up.) Maybe you would have to build certain buildings to resurrect different creature types.

48 Replies 31,681 Views

Sorry to bump an old thread, but I would really like to hear the Dev's take on these two topics: Sov succession and abandoned heroes. There seems to be a large amount of desire for these features to be implemented and it also seems like some of the code may already be in place.

26 Replies 83,102 Views

[quote who="Phylast57" reply="5" id="2848651"]Why would you want to build it? It is so limiting and only in the rarest of occasions does it ever benefit. I have been playing since August and it is the lowest of priorities on my tech list. I am curious as to what advantages it gives you. Would you mind sharing?[/quote] I thought the OP was rather clear in their post.

14 Replies 14,223 Views

Back in the early GalCiV II days there was an issue that caused some GPUs to run hot and hard lock the system. I mean power down by switch, not hit the reset button. It was pretty frustrating, but the bug reports and crash dumps came in and it was soon fixed. If it were me, I would give them a little more time. They care more than any other developer that I know.

106 Replies 433,350 Views

[quote who="Arendis" reply="4" id="2845111"]You HAVE to select it for your Sovereing (or pick one) that has it initally or there is now way to get it. (Really bad desing choice i'd say)[/quote] It's been a while (and several versions) since I was on the Sov. create screen. So you have to select the mobility book at this juncture for it to show up? In the 1.1 release notes, Froggie states that users start with the mobility book. Maybe I

26 Replies 17,223 Views

Thanks, but which book is mobility under? Life or Air or what? I am not seeing that option. Is there something I need to research first? Since the reordering of the magic system, I can't find it.

26 Replies 17,223 Views

It is worth it to me to take the trait that guarantees a mine nearby. It's a waste of a pick, but you have to do it.

17 Replies 10,556 Views

[quote who="cfehunter" reply="6" id="2840876"]build towards your shard from the town, once your buildings get close enough the outer wall will wrap around the resource node and said node will count as part of the town. Once you've done that you can build the shrine for a +3 mana/turn boost. Also take the attuned trait. It's awesome.[/quote] Okay, I missed that one somehow as well. So it's not just enough to have the shard in your sph

9 Replies 5,038 Views

[quote]-Because of the rarity of horses I've not tested this in the beta patches, but in Classic 1.09 there was an issue with unit cards where units mounted on horses appeared to be flying off the saddle in-game despite displaying just fine when you were making the card. It was kind of hilarious, but it still likely needs repairing.[/quote] Great write-up. This issue still exists, at least in 1.09p, I haven't had a chance to load 1.09q.

13 Replies 11,934 Views

I haven't heard anything about Neutrals in the post 1.1 world. What are Stardock's plans? Like many others have stated, I would like to see the cities left behind when a ruler dies become neutral or rally to a descendant. Or have cities that are cut off from their main empire revert to neutral.

2 Replies 3,385 Views

[quote who="rossanderson48" reply="3" id="2837386"]Yeah when new patches come out weird things happen when you try to use old saves.[/quote] DOH! After the fact I read that 1.09P would not work and play well with old saves. Normally, you can't even load an incompatible save with a new version.

8 Replies 5,465 Views