[quote who="Jandurin" reply="3" id="2746439"]I don't have that many goldmines, but I've got a pretty good income in my 100 turn game. Have you been upgrading the Civilization tech tree? I think there are some gold things there. Also, when your towns level into level 2 or 3 etc. cities, are you choosing the + % to gildar or the guardian dude or the tech stuff? At first I went for tech tree and arcane knowledge upon city levelling, but I
TheBirthdayParty
[quote who="Alonzobistro" reply="1" id="2746416"]Build a workshop to get some extra tools. Explore around with your sovereign to get some more on locations called "abandonned crates" or some like that. For gold, exploration works too. Train a pioneer in the first turns and as soon as you discover a gold deposit build a new settlement next to it and a mine on it. That should float your boat [/quote] Not even close. I do that, but am only getting like at most 20gp per turn. And I'
Looking for PC games only. Could someone suggest a good strategy and/or civ or empire buidling game that's turn based(RTS with pause isn't ok), fairly recent, not battle reenactments, and not based in war from about 1600 to present day(future is a-ok)? Already done fantasy wars and king arthur the role playing strategy game. And a a fairly recent, fairly immersive RPG that doesn't involve lots of puzzle solving and isn't a lot of first person shooting(figh
[quote who="Martok" reply="1" id="2742682"]OGame, perhaps? [/quote] Is Ogame one of those online games where you have to wait in real time over hours/days for things to build/troops to move/etc.?
I can't ever seem to have enough tools or gold to create a decent army. Even the first level of groups is expensive. I seem to be forced to create single soliders with just weapons, giving them one or two pieces of armour is a waste since without a full set they die a lot easier. This is with kindom or empire. Am I missing something? It takes me about say 150 turns to get over 1k gold and that goes away after training 2-3 armoured groups of 4 models in one tile. Are there any plans to r
To solve the problem of too much monster spawn, why not have lairs that players can go to for a tough(sliding up scale depending on game progression) fight to stop a type of monster spawning in an area for a while. Eventually a new lair can pop up and start generating monsters. Also making the spawning of a lair low, and the spawning of the monster from the lair higher. Maybe a lair every 15 turns and a monster from the lair every 5? Or 10 and 20? Also an alert to the lair or spotting of
I have to say playing does not appeal to me. Been in the beta for about the past two months. Was really looking forward to the final day zero release. All seemed well when it came out too. But now...its just too damn easy. The AI is so easily beaten. Its just boring to play. I could go on as to why, but a lot of people have already posted the same reasons. Alas...I'll check back in a month and see what's improved.
[quote who="Rabenhoff" reply="1" id="2734816"]You conquered that fallen city, didn't you? If your enemy had by then already build the "Umberdroths Pen" (or whatever it is called), then you can also recruit this unit by controlling this particular city. Yet, I'm not sure whether to call it a feature or a bug, as you did. But in both cases I would vote for getting rid of umberbroths for the Kingdoms or shrills for the Empire. It simply does not fit the lore and feel of the respective
Debug.err: http://dl.dropbox.com/u/8971392/debug8.err Savegame file: http://dl.dropbox.com/u/8971392/heartandsoul.EleSav
Combat ended and I attempted to move my fire giant on the overland map and game crashed. Crash Zip file: http://dl.dropbox.com/u/8971392/Elemental1_05-2010-08-26T07-46-20-941.zip Debug.err: http://dl.dropbox.com/u/8971392/debug7.err
Spider moved in tactical combat and game crashed. Debug.err: http://dl.dropbox.com/u/8971392/debug6.err Zip crash file: http://dl.dropbox.com/u/8971392/Elemental1_05-2010-08-26T06-19-44-161.zip
You can imbue the champions you recreuit with your essence. Get in a few fights with them, they gain experience and then you can level their essence up. Then they can summon their own creatures. There's yr army of summons. :)
[quote who="Jack Trowell" reply="8" id="2729606"]One suggestion: have the starting equipement be purchased with a small gold pool instead of character creation points, and what is left of this pool is then added to the starting gold of the faction (maybe the base starting gold will need to be reduced slightly) [/quote] [e digicons]k1[/e]
[quote who="Fallout386" reply="6" id="2729383"]been hitting "Check for Updates" for the past 30 mins now.... is it suppose to update to a new patch version or just do some stealth, ninja change without notifying me of anything? [/quote] yar not seein it.
Frogboy said there's going to be one they're doing right now for XML or something or other, but i have not seen it come up yet as well.
[quote who="Frogboy" reply="3" id="2729435"]Yep. We have an update going up presently. Hang on. XML change. [/quote] kudos
I was worried about the quality of the game leading up to the Day 0 version. I have to say i'm quite pleased with the result. Many things even from the last version are good. My screen is no longer covered in too many "goodie huts" and quest locations. Gold is not scarce in the begining so I can train troops(though that might be due to a gold mine near my first town?). Only one crash in the span of 3 or 4 hours instead of one every 20-30 minutes(that was from last version). Not being able to
So it seems with the Day 0 version my fire giants can no longer use their abilities or something new is restricting them. I think? Each ability is covered with a circle with a line through it. Clicking does not work, and yet the fire giant has full mana. Any ideas? Intended and i'm missing a game mechanic or a bug?
Some champions say they increase the prestige by a certain amount, but do not specify being in a city. Other champions specifically say they increase a cities food production by a certain amount. Does this mean the prestige increasing champs do not need to be stationed in a city whereas the food production increase champs MUST be stationed in a city for that extra production?
[quote who="phazonfreak" reply="9" id="2727412"] Quoting clockwerk, reply 3 When there are less units, each unit becomes important. This is why specialization and equipment are important for certain play-styles. Elemental is like MoM and Civ in this regard. Unfortunately that is not really the case in Elemental and one of the major problems imo. It worked perfectly in Master of Magic because every single unit, regular or summoned, had a
[quote who="Archonsod" reply="6" id="2726275"] quoting post Second, what is the point of giving summons the ability to cast spells from the sovereign's spell book if they essentially have no affect since they are based on intelligence? For example, a familiar cast "Haste" on someone gives it .1 extra action points during combat which does not even appear in the action points of the unit the spell is cast on. As well, as summons level up they do not seem
So for the description of the summons "Familiar" in the bottom right are three spells. Why are those there? The familiar does not have immediate access to them as far as I know. As well, in this case, the familiar is unable to cast spells on the overland map. Second, what is the point of giving summons the ability to cast spells from the sovereign's spell book if they essentially have no affe
Combat ended and the game crashedd. Crash zip file: http://dl.dropbox.com/u/8971392/Elemental1_01-2010-08-24T05-52-57-216.zip \ Debug.err: http://dl.dropbox.com/u/8971392/debug5.err