[quote who="Frogboy" reply="4" id="2949621"]FE removes housing. See https://forums.elementalgame.com/409368 for what has changed in v1.2b.[/quote] DOH! Fork confusion!!!
kapeman
It looks just like 1.2 to me. I thought housing was removed? I have the option to build huts. Am I not understanding something? I did notice that Janusk was missing, though.
[quote who="dowdyhoody" reply="57" id="2949532"]Updating now...........[/quote] I got the update, but it was 1.2b and not 1.29 (aka the beta for 1.3) What gives?
[quote who="Kitkun" reply="55" id="2949258"]To draw attention: quoting postUpdate: We've staged the beta build but QA wants to give it more of a go so it won't be publicly available until tomorrow afternoon EST at the earliest. [/quote] Thanks for the update!
Fantastic news!!! I do have a question about this: [quote]+ AI now evaluates which player they care about the most with Dynasty ties being a big motivator. When a sovereign dies, it will give its kingdom to its heir. [/quote] How will it work? From my experience, the only time I have seen a Sov die is in their own territory and usually when the last city falls. Will the AI Sovs be moving out of their territory more now? Thanks
What about all other factions turning against you if you reach a certain power ranking? Not only that, but have them create allied armies that are unified under one AI to move against you. Each faction would contribute some units to the allied force. I would like the player to be able to participate in this too. Have the AI vote on who the army commander would be based, maybe, on diplomacy points (a la Master of Orion). Or have the faction that contribu
[quote who="Tridus" reply="65" id="2945452"] Quoting kapeman, reply 64I have to disagree with Derek. I would think that most would welcome the added layers this concept would bring to the game. Derek didn't say it couldn't work. He said it's too much to do and get in for FE. An endlessly huge scope was part of the problem in the first place, this time they're limiting it to what they can realistically do. And that's an entirely correct way to bu
With regards to specialization, wouldn't it make sense to get a bonus for having more of a specific building type in a city?
I have always looked at it from the perspective that the rules for succession only applied to AI factions and not the player. Although, further thought on the topic makes me lean towards having it apply to the player as well. If you have a weak successor then be prepared for cities to defect if your Sov dies. That also gives you the incentive to improve your offspring. I have to disagree with Derek. I would think that most wo
Unit Abilities: Natural Warrior- Unit starts at 2nd level Good Luck Charm- Increases the crit chance all units in this units army Faction Abilities: Efficient Armorers- Halves the metal and labor cost of armor and weapons Snake Charmer- Gives the faction the ability to recruit Naja, Ophidian, Drakes and Forest Drakes (snakes and lesser dragons) Armor: Cuirass of Warding- A magical breastplate with increased defense<
[quote who="Frogboy" reply="21" id="2942738"] Quoting kapeman, reply 18So, barring any major issues, when would you expect to put out a beta for 1.3? I am really just looking for a rough time frame. It doesn't have to be exact and I think we would all understand if it slips. Thanks! I'm hoping next Thursday. It won't be feature complete by any means but some of the gameplay changes are pretty significant and already make, imo, a big difference
So, barring any major issues, when would you expect to put out a beta for 1.3? I am really just looking for a rough time frame. It doesn't have to be exact and I think we would all understand if it slips. Thanks!
[quote who="DsRaider" reply="6" id="2942076"]1.3 is supposed to include a system were upon the death of a sovereign his property will go to the faction with the best dynasty relation. However the details haven't been worked out yet, and 1.3's content is very fluid. ... [/quote] About that. Are they going to change the mechanic where the Sov warps out at the end of a losing battle? In my experience the Sov usually only dies when his last city is
[quote who="Alstein" reply="29" id="2942463"]Other ideas: Building units in higher level cities is cheaper in terms of materials used (more efficiency) If you need that knight in the border hovel, you can get it, but it will be more expensive to get the stuff there. Experience levels could be capped by buildings that require city levels such as training grounds. Another idea, higher level cities get more value out of the re
I usually play on large maps with 4 other factions, 2 Kingdom, 2 Empire. I like to be able to get my faction up to speed before I meet more than one of the other factions. I am anxious to see the AI improvements now that 1.2 seems to be done.
If the cost for the Nth study is the same no matter where you build it, how does that help with city spam? You could build 10 in one city or one in ten.
My expectations are a little higher than yours, Xia. I am concerned about the complete silence on several aspects that many have posted about, e.g.: caravan management unit upgrades store interface etc. Usually, we would have heard a bit more about what was coming up and when. Just hoping to get a time frame. I may not like the answer, but I think knowing for certain would be better in this case.
The change log for 1.2 was posted on May 3rd and it had been stated that 1.3 would follow behind it rather quickly. Can we get an update on when to expect a beta for 1.3? Thanks!
[quote who="AlLanMandragoran" reply="21" id="2940806"] Quoting kapeman, reply 19Quoting AlLanMandragoran, reply 7 Quoting greggbert, reply 6I don't mind it. I know how to make roads go mostly where I want and it works. It's a little weird to create a city just to build a road through a forset and then disband the city, but that works for me also. You can also build the caravans to build the roads then disband the caravans... then make new caravans to build n
[quote who="AlLanMandragoran" reply="7" id="2932523"] Quoting greggbert, reply 6I don't mind it. I know how to make roads go mostly where I want and it works. It's a little weird to create a city just to build a road through a forset and then disband the city, but that works for me also. You can also build the caravans to build the roads then disband the caravans... then make new caravans to build new roads.[/quote] How you are able to dete
[quote who="AlLanMandragoran" reply="7" id="2932523"] Quoting greggbert, reply 6I don't mind it. I know how to make roads go mostly where I want and it works. It's a little weird to create a city just to build a road through a forset and then disband the city, but that works for me also. You can also build the caravans to build the roads then disband the caravans... then make new caravans to build new roads.[/quote] How you are able to determine what cara
[quote who="kenata" reply="6" id="2939379"] Quoting Lord Xia, reply 5This sucks. It was one of the few interesting things in elemental. If they continue to cut the shit they couldn't make work well in WoM, there won't even be a game to play. I completely agree with this. In all honesty, I feel like the new vision is less of a 4x experience and more of a rpgish war game. While this might be a fun experience, especially with the new uber monsters, it won
Ask us again after 1.3 comes out. Then we might have a more meaningful answer.
[quote who="Heavenfall" reply="4" id="2939006"] What about monster camps spawning in your territory? What about meteors falling, devastating the surrounding area? What about floods, what about draughts? What about sunken temples rising from the depths, releasing terror on the world? What about unexplained fires, lightning storms, what about acid rain, exploding magic shards, roaming champions seeking your aid/demise, unholy statues spreading corruption through the lands, unstoppabl
The forums link in the main menu at the top of the SD homepage is missing. You can navigate to the forum for the specific game you want by using the link at the bottom of the page, but it takes a good bit more clicking to navigate there. Is this by design?