I ** think ** the 'outposts' are level one settlements, in which you don't build housing, etc, but just use the zone of influence to allow you to improve the wild resource tile.
ElanaAhova
109n bug: Trade and research treaties are possible to successfully make even before the appropriate tech is researched. (This is a carryover from 109e.)
hi. Happened three times in a row, three new games. Not saved sov from pre 109n. Setup choices were Procopine (sp?) and paraden (sp). Tried three times, found kingdom button greyed out, hot "b" key, get message, need one food. Just tried a different civ/kingdom - and I could found a kingdom. So, I was lucky enough to choose both the sov, and the civ that together elicit the bug on my very first games? LOL ROFL.
yes, basic concepts caused ctd for me, as well
I started my first game with the 109N beta, and could not found initial settlement. kept saying I need 1 food. Fertile land made no difference. The only way I can see to, maybe, start, is to choose green thumb - but i really don't want that choice.
No, ver 109e ALSO, sometimes, had roads already created upon set up. I think its only on larger maps.
re - sovereign creation screens: Yes, even in 1.09e a partial allotment of points left over ** sometimes** allowed me to still 'purchase' a point of 'essence,' etc.
Yes, in several of my 109e games i found already made road networks. Some ended "nowhere." So what you are seeing in the beta (109n0 is a holdover from 109e, (perhaps modified by 109n).
awesome ideas. i will play the mods, you betcha.
i see some interesting choices in here. Way cool....
Regarding the balancing issue with multicultural settlements: Two additional possibilities 1) an efficiency modifier, the more the conquered populace are 'different' or 'hate' the conquering /occupying SOV/forces, the lower the efficiency of all occupied buildings, multipliers of that settlement. This makes pacifying, and then 'winning hearts and minds' important. 2) make it a set efficiency hit for all "conquered" buildings. Anything else oper
econodrom1 wrote: Actually your a bit behind Kael has already joined and is in charge of patch 1.1. True, I was mixing up my tenses. "I had heard..." sorry for confusion....
As i understand the changes in caravans in the release notes for 1.1 beta, caravans will 1) generate money, not food. and 2) distance (length of trade route) will not affect amount of guilders generated. 3) upgraded roads will generate additional revenue. This has several consequences: Assuming roads upgrade according to 'usage' by the generating caravan, (as in 1.09e), short routes are much preferred. Controlling the pattern of your road
post 100, re post 65: start "November 18, 2010 12:25:03 PM from Elemental Forums Quoting Wintersong, reply 65 Quoting Gene1966, reply 40 I will not be a willing Beta Tester when I am a paying customer, but my enthusiasm for this game is so great that I will point out things that I think are absurd and question the rationale behind them in case I am just missing the point. I will also point out perceived incongruous statements made
Atlatea wrote: I'm very dissapointed with the decrease of strategic spells available. I was hoping for any improvement for strategic spells. Yes, but with the spell contest, i suspect many new spells will be added later, after the contest is concluded.
Wow, all this and the beta isn't released yet.
GANDALF, your links are great. Thank you. I just started playing MOM after having 'forgotten' it for almost 20 years. I remember it was much easier to win before. i was probably playing the earlier, unpatched version - i had no web back then. Now, it is tough!
Hello jovai, Your story is similar to mine. i spent a lot of time on the civ fanatics world. Especially like Fall from heaven, and Wyre's historical mods of civ4. And, like you, I I did search before i made the leap of faith into Elemental: War of magic. The current version 1.09e is playable, and shows such promise. And the frogboy, who is actually ** my ** secret lovechild, finally won me over with his posts, and his histor
Yes, gazz has a thread with some excellent ideas, and a list of suggestions for various 'books' of magic. Wonderful reading...
quoting post * We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hea
Mercestes, et al: Yes, cultural forces have impacted affluent people in our society in such a manner as to push many child bearing choices into the age bracket where the possibilities of birth defects presenting is much higher. (Basically its caused by 'old' eggs.) Perhaps, we have created a society which does not enhance the truly important aspects of life? Our civilization (western Democracies) have, as a core value, individual autonomy. Our market
Sim2er wrote: "i buy music i can afford, ... what i can't stand is charging extra money for video game soundtracks, buying the game should entitle you to the sound in it." This makes sense, is very intuitive, and I feel the same way. However, legally, we don't 'buy' games. We actually buy a license to run that application. The license includes restrictions. So, the company **may** have, in the license agreement, something about when / how
Didn't understand that when i first started playing. Yes, the rare science / production I have seen once in a while. x7 is like having a whole extra planet tucked into one tile on the planet. Now i wish i had saved that game start... LOL
Actually, the idea of shard spreading out influence (before or after shrine built on them?) has many ways to go. 1) Let a shard positively enhance magic of its type within its Area of influence (or ZOE, zone of effect). Fireballs do more damage inside the zone. Fire based Elementals are stronger, etc. ALSO have the opposing shard have the opposite affect. Inside the zone of effect of a water shard, water based spells are enhanced, but fire based spells ar
Ignore what?