Here is a really cool UI feature I just now discovered quite by accident. (sure would have been nice for SD to document it... ) It has bothered me since day 1 when I realized that north on the strategic map was really to the NE on my screen... Trying to do the campaign/tutorial out of the box was very frustrating until I realized North was not a traditional north. Ever since day 1, I thought the game needs a Camera rotate or viw adjustment in addition to
Gene1966
I 've finished my first game last night (attempt #6 due to all the OOM and slowdown crashes, I found if I play a small map then I only get OOM crashes that I can reload through) Anyhow my 3rd child (Son) had 300+ mana at manhood. I was more than pleasently surprised... happily shocked I guess one could say. Still thats a bit ridiculous and I was not playing on ridiculous level. ;P
I bet the OP has Highly researched Diplomacy and Retarded does not and that Diplomacy changes the trade ratios... Dollars for donuts I'm guessing thats what's going on.
The hiergamenon webpage is a niffty piece, needs the Blunt Weapons to be added higher up with cutting weapons as a prereq for Light Armor (at least for v1.07). I'd like to see somewhere other than forum searches how to obtain elementium in the documentation. (online/ingame) Looking forward to having the Win 7 64-bit OOM crashes fixed. Please tell us this is planned for 1.08 as well. Also interested in what the modding commuity will churn out.
I thought this is where the modding community was anticipated to assist but that is hindered due to gettting the game bugs /balance ironed out...
Diplomacy Tech (as previously stated) |____Unlikely Friends - Grants spider nest |______name escapes me - Grants Shrill nest |________Drago village - Allow the training of strong lizard men. &n
To the OP's original question, I have experienced what you describe, and I found that sending it to a building within your other city is not enough the teamster driving it appears to be a card-carrying-union-member who only does and goes exactly to where you send him and if you do not send him to the original settlement tile WITHIN your city then he'll just park and do nothing... hence my trouble with unions...But I digress.
Sethai, Good point on nature's bounty I did overlook that source but unintentially so. Does Nature's Bounty +1 food occur before or after the food bonus from Graneries and caravans? I sort of think there are bugs that the Champ bonuses and enchantment bonuses are applied after and not before the cities % bonuses. These are minor compared to others but i hope they are on the list to get squashed at some point.
You have a valid point on the cloth map play... While the UI IS clunky, the debarkation/embarkation works for me. I think you need to move the ship onto the Beach tile the select the units and move them either onto the ship I use a center MAST BASE to clik on since the ship graphic actually overhangs the tile and it seems the cursor tip must be within the screen pixels of the tile to actually be selected. Hope this tip helps you out!
[quote who="random_target" reply="6" id="2759796"] Quoting valamelkor, reply 2 I think that Empires are not required to be true evil. Just another point of view, another methods and economic model. No baby-eaters please. Technically, slavery is also just an economical model snip[/quote] And morally, some economic models are evil by nature... Truth to tell, there
[quote who="Austinvn" reply="15" id="2764257"] Quoting Gene1966, reply 12 FWIW... my two cents I think the current implementation is a design trade-off decision, I have no actually proof it's only my opinion or guess. I based this off existing game mechanics of Food Production. Unlike most strategy games were food is a required resource to expand one's population AND farms or other food producing improvements can be constructed, i
LOL... I have win7 64-bit so that previously posted patch fix does not apply to me or others like me. I get daily OOM errors. Seriously Stardock is there a email you want me to send a file to when this occurs? I'd rather not have to pay to be a beta tester but I do enjoy the game so I guess if this will help improve it I'll send these in, but let me know where and what? Thanks, Gene
[quote who="Blaze of Glory" reply="9" id="2763849"] Quoting Blaze of Glory, reply 6 Imbue a low level champion, usually spouse first. Every level up is +3 essense, so quickly I can have a sovereign with 20+ essense and 2 oe 3 others with 6-12. Then the kids grow up and start with essense and level up. By mid game I have at least 6 channelers or more. that are pretty powerful As to the spell that is -10 for everyone, can't miss. That needs nerfed badly. H
[quote who="dragoaskani" reply="16" id="2764278"] Quoting Blaze of Glory, reply 4 The issue is when you lump a bunch of them together. The attack/defend seems to be The 8 archers with 6 attack and the defender has say 20 defense So when I attack, it isn't 6 attack vs 20 defense 8 times, it is 48 attack vs 20. So essentially I can kill almost anything before it gets near me if I can build an army of channelers and longbowmen parties.
This aint WOW or counterstrike... MP can and should probably wait until the major memory leaks are resolved, some they got fixed up in 1.07 but not by any stretch did they nail them all. Additionally if the MP is just broke in teh REAL world environs this will just create a further reason for more bitchin and moanin... Not a good idea to start polishing one side then move on before its shiny... One Example: In MP Tactical Combat, the use of Confusion spell by both sides co
Ive seen this too though I like to keep some archers handy and this poses no problem with archers but w/o them I can see/understand your delima.
[quote who="Aganerral" reply="37" id="2764192"] Quoting Yehudah, reply 32 IGN's review of the game mentions this problem- http://pc.ign.com/articles/111/1117649p1.html The A.I. often takes its Sovereign into battle in foreign lands, making it easy to kill – which in turn eliminates the empire from the map. But should the enemy empires be smart enough to avoid this, they'll usually amass amazingly large armies and march on yo
FWIW... my two cents I think the current implementation is a design trade-off decision, I have no actually proof it's only my opinion or guess. I based this off existing game mechanics of Food Production. Unlike most strategy games were food is a required resource to expand one's population AND farms or other food producing improvements can be constructed, in Elemental only nodes that are fertile can produce food, one cannot just construct a farm on a patch of
Long Fights Favor the defender according to game documentation... Morale is debited from the attacker 2 per round, while only 1 morale per round for the defender. Is the attacker allowed to retreat? I've have some batteles with pioneers that I accidentally engaged a mob when trying to move past it and I could not retreat. If attacker cannot retreat either through design flaw or bug then once the attackers morale collapsed then they would be stuck unable to retre
TH[quote who="Wizard1200" reply="1" id="2763975"]I think that is a great idea and that is the way all tech trees should work. An example how the other tech trees could look like: - Adventuring should be the only way to get equipment for the Sovereign and the Champions. - Warfare should be the only way to get equipment for units. - Magic should be the only way to get summoned creatures (this will be the case if the spell books are moved). - Diplomacy
I hope SD is focused on both the BUGs and the Design Flaws... Both are game experience killers...
[quote who="ddd888" reply="64" id="2764007"] Quoting Gene1966, reply 63 What's the point of fixing up Tactical combat without fixing the magic system that is a PART of the Tactical combat? I mean right now patch 1.07 the spell Confusion is equivilent to the magic "I WIN" spell/button... Confusion seems to drop that Ogre's 152 Atk value to -57 and it cannot hit your wimpiest pioneer. It is the very means to which I win fights I have no bu
[quote who="thisisretarded" reply="1" id="2762058"]1 caravan per city. you just send it to another city and it will build a road between the two that provides a food bonus based on distance between the cities. the roads can be used by units to decrease move speed between cities. note that overly complex routes do not seem to work (e.g. if the caravan has to make a lot of sharp turns to go around bodies of water.) also: caravans are food for monsters. th
What's the point of fixing up Tactical combat without fixing the magic system that is a PART of the Tactical combat? I mean right now patch 1.07 the spell Confusion is equivilent to the magic "I WIN" spell/button... Confusion seems to drop that Ogre's 152 Atk value to -57 and it cannot hit your wimpiest pioneer. It is the very means to which I win fights I have no business getting into in the first place. Confusion should do something good but as it is right now
YEah Tac Combat has some UI lag issues and Cursor bounding box issues still... it's workable but annoying!