Traits like that only work if the unit is the leader of the group.
Sanati
I don't think it's a memory leak. After like playing a few dozen turns my game tends to lockup while autosaving, but I'm on a 64bit machine with plenty of RAM. There appears to be something else wrong with saving. I've sent a debug.err from one instance of it, but the same thing has happened to me like 5 times since I started playing yesterday.
The no advantage thing is total garbage. Most spells are tied to a champion, and you unlock those spells by imbuing them. If you aren't imbuing every single champion you get the moment you get them you are seriously gimping your spell pool. 25 mana is also not a lot, especially if you are taking the -tactical spell cost talents on your casters, when you have reduced your big damage spells to like 2 mana your mana pool quickly skyrockets. There's no reason not to imbue champion
If you hover over the negative trait icon on that pop-up it does indeed tell you exactly what it does, unless there are specific bugged traits without a tooltip. I haven't seen "Broken Nose" for example, but all the other ones I've seen have told me what they do.
Interesting, I could have sworn last night I was seeing spell power tied to int. With the way perks work though it doesn't make much difference, just get the spell power ones instead of the int ones.
[quote who="Heavenfall" reply="12" id="3059421"]If a tile says 4 grain 5 materials, you'll get 4 grain 5 materials in your city. And those are TECHNICALLY gathered from that tile and the 8 around it.[/quote] Not the case. We'd see a lot higher max yields if that were true, but it's pretty much 2-5 across the map, even in tiles by themselves with no yields around them for dozens of tiles. You can also look at the terrain type of any tile with a yield value and understand wh
Int does boost spell power. The tooltip isn't really accurate. With 1 fire shard my spell caster in my first game would often do 13 damage with fire needle or whatever just because she had a bit of int, while the fire needle tooltip says "8 + 4 per fire shard." Then there's the perk that increases spell damage by 50% which is pretty common, and +spell power perks, I had her doing 25-30 damage with the same spell in no time.
They said in one of the previews that it would use the tile it's built on and the 8 surrounding it, but according to my city status it's only using the tile it's built on. The whole system just seems very... "meh" to me. I mean if you actually built things on top of tiles with yields that did something it would be kind of interesting, say you could build "farms" that take up one tile and you could build them on food tiles to "harvest" their yield that would be kind of cool. Just a
I got two more random war declarations in that game from people I hadn't met. I think there might be something wrong with the fire wall spell effect, the one that surrounds a city in a red glow. When I first cast it everything seemed OK, there was a noticeable dip in FPS but it wasn't drastic, but from that point on my FPS dropped more and more until it was a slideshow, and I think adding new buildings to the city causing the wall to move accelerated the slowdown. I can't
Does that mean we are going to have pioneers attacking cities again? [e digicons]:|[/e]
Two quest bugs first. 1. Got a quest where some woman's husband was taken by the butchermen or whatever, went to the location and was killed. Came back a few turns later with proper support and finished the battle, but got no reward and the quest starting location was already gone. Not sure if that's intentional. 2. Quest where the spider bites the cow and you ask to see the mother. I picked the "Rise and be healed (-50 mana)" option, then the next line I got was about
I'm almost positive they showed off edge scrolling in one of the preview videos, I spent the first 5 minutes after starting a game going through every single line in the options one by one twice thinking I must be just not seeing the option but ya, not there.
Definitely not an issue yet, already almost done at 3MBs.
Anyone else get a very heavy Rise from Erebus feeling from this? Could have sworn for a second I was reading a post by Valkrionn .
You can't mod the beta. Read the other posts. Edit: Wow, ninja'd, on this board. *is shocked*
It's like some ghostly baby hand reaching out from the darkness.
To get yourself to stop playing TOR think about the legacy system and how you are probably wasting your time with your current character since once the system is unlocked you will be able to make the character you wanted all along. Or think about playing Huttball another 4000 times. Or how much better the game will be when your female character can mack on a female companion.
Was there actually a way to preorder WoM instead of prepurchase it? If so you should let those of us who prepurchased in an extra week early (tomorrow). [e digicons]:pout:[/e]
[quote who="BlackRainZ" reply="20" id="3051436"] I understand that the first 100 turns are just the setup but what does that have to do with a 99 turn non aggression pact. Are you saying that everyone is going to do a Non aggression pact within the first few turns and so it wont matter that it is 99 turns because the first 100 turns are slow (my question mark on my keyboard is not working)[/quote] Pretty sure he wasn't saying "the first 100 turns are slow" but that the entire
[quote who="Frogboy" reply="9" id="3049606"] Wow. Sorry but I don't think most people would concur with that. There's land, it shares a similar art style. But that's about it. I guess we'll just have to wait until the beta.[/quote] To be clear I wasn't talking about gameplay, like I said I'd have to play to be sure, but on the surface you can not deny the "games" look nearly identical. It's not "similar art styles." You have the same terrain, the
I'd really have to play it to know for sure. From what I've seen in screens and videos it essentially looks like a WoM mod. It's the same core game, the same major assets, the same layout, it's just been modded a bit (or a lot) with some alternate gameplay rules and some new spells and monsters. Basically if you look at FE screens next to WoM screens, you can't really tell the difference, other than some purple terrain and some UI changes, so I think passing it off as a "n
[quote who="Rath3130" reply="14" id="3000816"] May I direct your attention to a thread by Zubaz; https://forums.elementalgame.com/409988. That is all that really need be said. I vote for equality.[/quote] If you think I'm asking about chainmail bikinis I am not (and I would be annoyed if that was what they went with). Simply full body armor that actually fits on the female model instead of hanging off 6 inches on each side and floating above their shoulders would be a drastic
When you say "sexier armor" I hope you mean females will actually have their own armor models this time and wont look like they are running around in an armored fat-suit.
To be completely honest, that looks like crap. Floating treetops and transparent cacti, not good. It also looks way too mechanical and not natural at all, it's a completely straight and uniform line, if you are going to make the dark part foggy then make the edge foggy as well. The fog should cover things up, it shouldn't just end and then 10 feet away have partially transparent objects popping into view. Sorry, it just looks terrible to me.
No offense, but I haven't played this game in a while and I'm pretty bad at it, but playing a couple matches on normal since 1.39 the AI has not even put up the semblance of a challenge. They haven't even attacked one of my cities. They demand money, I refuse, they declare war, then they park some really weak army not far from a city and then do nothing. I can then casually bring my sov over alone and enter battle, then kill their entire army in one or two turns with AoE spells. T