Assuming that the sovereign's ability to fight will be based on magic, there needs to be an option to transmutate into ghastly creatures as well as summon them. We can currently summon a troll or other beast, but I would ask for a whole spell tree devoted to using magic to make my Sov something beastly . There is even much space here for the Empire's Magic. Imagine a Sov that decided to take "fallen" to a whole new level. He would mayb
seanw3
Not even there and isn't really mapped out as far as how Master Quest will work.*
The obvious solution to the shard and book problem is that we get a potential number of slots and then research the ones that we happen to find in the game. At the Sov creation screen we should spend points on how many elemental books we want to be able to research. Then we get into the game and scout out the shards we plan on taking. Then we research those books which will fill the slots. What do you guys think about giving a bonus to a Sov that has all four element slots at the begi
Maybe even have powerful spells have one of those little drawn scenes like when you get married. I personally overshat myself when I got married in the 2b and saw that drawing come to life! This is what will make Elemental fun for years to come. I still like watching the cut scenes from gal civ2 just casue they are awesome. Fireball or bolt: Massive fire flying out of the sovereign's hands Change land spells: Wastes becoming gardens and animals returning Telepo
Ya, try getting the spell mastery tech and then you get one or two range to spells and can cast them accordingly.
One of the core problems with the current quests is the lack of epicness in the latter stages. Quests need to have neutral, evil, and good options as they increase in difficulty. Doing these quests should also give prestige to simulate heroes hearing of your kingdom's epic battles and choosing to see what all the fuss is about. Also, why not have some quests that open up new quests in random locations near the end of the quest techs? Ex: Defeating a Terrible Demon the wrong wa
The Sovereigns probably just do what God did to Mary. [e digicons]:ninja:[/e]
The current skill curve with questing seems a little too easy. I only got Jeoffrey and his group and was able to pwn nearly every dungeon I came across. I had them all right away because I used that research spell to negate the need for research after I realized they were getting too easy to be fun. I do like the updates to the quest system, but I think it should be harder to win some and I should definitely be able to take a peak at my enemy before I send in my units that I want to l
Am I crazy or does it require the spell mastery tech before any fireball or strategic attack spells will target adjacent squares? I would think that in a magical sense, a mile versus a foot is not that much of a difference. 100 miles maybe... [e digicons]:pizza:[/e]
All my dreams are belong to you.
I still think that resources need to determine city size. In the current build it is way too easy for me to have a constant surplus of food by getting only two food resources. The solution here is to make going for food and therefore city size, a conflict with other strategies. It doesn't make sense to use a predetermined size determined by essence usage as we will see regrets later on when new enemies are found and the only counter is a population boost. Going after food should mean
[quote who="MagicwillNZ" reply="12" id="2652575"]I would li ke my kids to have a little more variety. Maybe the option to school them to become merchants or scholars? In any case, I have a hard time justifying risking them in battle with their 5-7 hitpoints. [/quote] Hahahahahahahahahahahahahahahaha! I really needed a laugh today. [e digicons]:')[/e]
I will test refugee camps tomorrow to see if this works.
You enjoy this part don't you Frogboy? Witholding game data is one way to get your kicks I guess. [e digicons]:rolleyes:[/e] But don't be suprised when I mod frogs into the game as a food source! [e digicons]:frogboy:[/e] +[e digicons]:pizza:[/e] = +10 Food -2 Prestige.
You guys will someday be seen as a primitive species as well. How do you want to be talked about?
You guys are missing the nature of balance in Elemental. Rushing to the advanced civic, administration means not getting any magic, adventure, diplomacy, or warfare four about five to seven techs. It works in this build , but in the final version there will probably be so many other choices that this strategy only works for a merchant player . We will all want it in the mid game, but few will really need it if the are adventuring and getting money
You have earned my gratitude a thousand times over.
That sucks. [e digicons]:waaaa:[/e]
I think it must be skill issues. I have a really good source of money from getting spears in the hands of my heroes and looking for rat killing quests which give me 400+ gildar. Also getting some free level ups from killing spell heroes and farmers is an easy way to build a fighting force. Just split up and go for all the gooies on the map. With a little micromanagement you can bring all those items back to your city and sell them for some quick gildar. That is usually enough money to tech up
It is a matter of opportunity. If you spend too much time going for say beekeeping and schools, you can't build a good war machine. The key is moderation. Unless you are lucky enough to get the four man adventurer party. In that case you don't need any warfare tech.
I think you are desperately trying to hold on to your youth by amorizing a young female on a poorly though out childrens show. Move on. [e digicons]:jafo:[/e]
Are there any non-cynics that would like to post here?
I accidentally saved over it. I will get the crash data later when I try to recreate it. I know, worthless post without it.
I play Elemental like I play Gal Civ 2, slow. Epic seems to need a tuning and tweaking. It takes very little time to reach a five turn breakthrough pace and get to the end game. Part of the problem is that I have so many research buildings that I can build in every city, with no opportunity cost making me limit the number of schools or abbeys. Once I have schools in four cities I don't even need to think about a teching strategy. <span style="fo