Sarudak

Sarudak

Joined Member # 2646176
1 Posts 203 Replies 10,270 Reputation

Oh ok. So I got it working I think but noticed some weirdness. For one I've been getting more than 5 level ups and got a bunch of non path choices when I was supposed to be choosing a path. Also tactical battles were weird. I was fighting an air elemental and when a unit would attack it would often show it missing and then what looked like a counter attack for 16 damage or whatever but no health was actually lost.

132 Replies 62,512 Views

[quote who="UmbralAngel" reply="4" id="3104427"]I'm assuming that after your soverign reaches the minimum you can cast it as many times as you want with no penalty.[/quote] I'm pretty sure that's exactly how it doesn't work.

9 Replies 4,734 Views

[quote who="seanw3" reply="29" id="3102434"] To the devs: I would be happy to send you a mod I made to test these suggestions if you want to try them out. I am still working on nailing down labor values and AI values, but perhaps you guys would like some of my xml implementations and use them for future testing? [/quote] I personally would really like to try this out.

67 Replies 46,277 Views

[quote who="shadowtongue" reply="150" id="3101744"] I'm not going to argue the length of time which nuclear energy could run for, but I think you're rather vastly overstating this. And in any case, it's not that easy to ship nuclear energy around, so while it may be a solution for the developed nations which have enough of a population density as well as infrastructure, it is hardly a solution to the 'earth's energy needs'. [/quote]

159 Replies 437,180 Views

We have nuclear technology in hand now that could supply all the earth's energy needs for thousands of years. We have nuclear technology in our mind and ready to be developed (U-238, Thorium, all that nuclear 'waste') that could supply all of the earth's energy needs for hundreads of thousands to millions of years! Not to mention known thorium deposits on the moon that could give us several more millions of years of energy. That seems it would be plenty of time

159 Replies 437,180 Views

[quote who="frogboy"] Q: Ok, that was pretty vague. What do you mean by design principles? A: This would require a separate journal entry but broadly speaking, we mean that Derek Paxton (Kael) has a specific vision for Elemental: Fallen Enchantress which falls under a number of broad design principles. A common request is that the tactical battles be much more complex than they currently are. But one of the design principles of FE is that tact

122 Replies 404,621 Views

Just an option for autosave after every tactical battle would fix this. And would prevent the large number of technical issues that would likely be associated with adding a save option to tactical battles (not to mention the save scumming cheese it would encourage)

4 Replies 8,849 Views

Excellent insight here. City building really needs more umph. Civics really needs more umph. I really like what you wrote about the blacksmith. Warfare tree needs less dependence on civics and magic tree needs less dependence on warfare. Crossovers should be mostly bonus tech and should never be central techs needed to progress in the tree. It really reduces our options when there's no effective strategy to pursue that doesn't involve climbing quite far up the civics tree. &nb

67 Replies 46,277 Views