[quote who="Mandelik" reply="8" id="2595204"] Quoting 2big2fail, reply 2No doubt all the testers want the game to go into multiplayer... No. I can't care less about multiplayer, probably will never play MP with Elemental. I wonder how many % of testers feel the same.[/quote] I think he was only speaking about the beta 2, which will evolve around multiplayer, then the beta 3. I usually don't care about multiplayer, because I'm just a weak player in most str
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Is it planned to be able to create artifacts/items/etc ? (choosing a place : helmet, shield, armor, ring, etc. then modifiers/skills)
It's the same with weapons that give 0.25 atk speed, but it's rounded down to 0 in the info card.
[quote]# After the caravan goes 3 cycles (1 cycle = back and forth) a path is made (dots between two cities) and food production in the connected two cities increases 10% and city gets 10% more tiles. # After 10 cycles a dirt road is made (dotted line between two cities) and food is increased 20% and city gets 20% more tiles. # After 50 cycles a paved road is made (line) and food is increased 30% and city gets 30% more tiles[/quote] Excellent idea. I really like the bonus ti
But for quests it can be interesting to get popups : in king's arthur the roleplaying wargame the quests really add something strong to the game. You really feel more involved in it.
I also got that one often. What I found is that if you put a unit in the city, it will get the right LOS back. Just send a unit out, then let it enter the city. It usually works.
No one mentionned Planescape torment intro ?
[quote who="John_Hughes" reply="11" id="2594302"]"Population- Population should control the total productivity of a city. With the base population for a city’s LV used as 100% (AKA no penalties to production). A city let’s say needs 250 people to reach LV 2 if this LV 2 city’s population falls below 250 the current population (170) divided by 250 would give you the total productivity (170/250 = 68%) of this particular city. Now the city would produce things 32% s
[quote who="Madocs" reply="136" id="2594134"]Scale up? You mean having the houses the size of lumbar mills? Or am I mis-using the scaling Idea.... My thought is more that we need smaller houses and smaller towns to match the reality of distances.... I have never seen a mountain in real life as small as 4 houses in a row.[/quote] No ! Scale the world up, and let houses unchanged. Instead of : (B building F forest X nothing) FXXBXXF you have FXXXXBXXXXF : it'
Are you aware the penalties will be in the final release ? Production times and unit production times are doubled when you're short on food. Moreover, buildings like tax center need citizens to be useful. And i'm fairly confident they will add other things as the betas go on.
It also helps preventing you people from fleeing away in a nearby city with a higher restige ;) Anyway, I also think an other use when at max would be a good idea : If your population is a t max, then the prestige is a bonus for your building times and the income of every resource in the city range. EDIt: or it could always attract new heroes easier ?
[quote who="Madocs" reply="134" id="2593907"]Mm True, I still prefer the idea of scaling down by 1/4. No cities are that large for only being a village or minor town. If they were smaller and not sprawling totally out of scale, there wouldn't be the trouble with the distance between cities.[/quote] Why not scale up instead of down ? The tiles are already divided in 4 (in the first beta all buildings were of the size of a lumber mill).
At the moment there's a problem with huge cities : some units don't have anogh movement points to get out of the city. If at the end of their movement a unit is standing on a city tile, then it automatically enters the city. Devs are already looking into that, but BoogieBac said it is a more difficult task than it seems.
In king arthur the roleplaying wargame, quests have different endings, based on their difficulty. And that works very well, because it has a morality chart. and you can take tyrant or righteous decisions. There - at the moment - nothing like that in Elemental. It would really add an interesting layer of possibilities to the game.
Devs already stated that prestige will help you get people from other towns. And the speed at which it fills is an important feature : you won't be able to maintain a strong army without it, because each soldier will come from your population.
Devs stated they plan a "baldur's gate"-like battle system : read continuous turns, with pausing whenever you want. It "seems" real-time, when in fact it's turn based.
[quote who="Frogboy" reply="19" id="2592966"]Sounds to me that people DO want a tutorial. If that is the case, we'll need to revisit that.[/quote] In fact I'd like a tutorial (and I would kill to help write it [e digicons]:-"[/e] ) AND advisors. At the moment I'm playing king's arthur the roleplaying wargame, and each time somethign new appears, a help windows explain what I need to know. Every options like map, round table, objectives are introduced one after another. But w
So stardock will finish duke nukem forever after Elemental ? [e digicons]:-"[/e] Or did I mis-read something ? [e digicons]O:)[/e]
Strange. When I recruited him, he gave me 2 spell points per turn, even outside of cities.
Dex doesn't always change the def, because it only applies a multiplier. So if you have 15 dex you get a X 1.5 in def. If you get to 16 in dex from 15 then your def may not change (dor instance if you have 2 def and 15 dex you get 3 def overall. With 16 dex you still get 3 def overall because the game rounds up)
That's a bug since the very first beta.
The potions raised dex or defense ? Because 20 in dex will only apply a "X2". And 0X2 = 0 ;) For me it works. If I get an armor with +2 def, then I get a def of 4 (with a dex of 20).
I hitted next turn and CTD. Debug.err Dump file
Are the city always giving a multiplier bonus from their level ? Devs said that a city level 3 would apply a multiplier of 3 to every things produces in the city. Maintenance : at the moment whatever the number o fcities we have they cost nothing in terms of maintenance. Is it working as intended ?