cardinaldirection

cardinaldirection

Joined Member # 4827756
9 Posts 280 Replies 16,214 Reputation

[quote] Things that are immune to magic are really immune to magic (not just with really high spell resist) Fixed an issue where monsters wouldnt use their special abilities in auto-resolve Monster lairs are now more evenly distributed (lots more monsters are in the mix) Inspiration is +1 research instead of +1 per essence [/quote] I'd say it's worth it this early in the game. You wouldn't find any objections f

37 Replies 60,953 Views

[quote who="Frogboy" reply="1" id="3244440"] https://forums.elementalgame.com/433197 This is what was done in 1 day.[/quote] Impressive to say the least; thank you guys and gals for all your hard work and dedication. It doesn't go unnoticed, this game is beautiful.

3 Replies 3,983 Views

The 9 tile grid used to represent armies on the strategic map should just be made to relate directly to a 9 tile grid on the tactical map, with the top row being the back, bottom the front (middle - middle). [e digicons]:yes:[/e] This would gradually decrease the initial space between opposing troops on the tactical map a bit as the larger (more offensive) army sizes are researched as well.

33 Replies 31,954 Views

[quote who="Lord Reliant" reply="3" id="3244254"]Are you running 2560 * 1440, too?[/quote] No. [quote who="TheProgress" reply="5" id="3244256"]Can't say for sure if it was happening before 982[/quote] It was not.

5 Replies 6,139 Views

[quote who="AndyBarrett" reply="6" id="3243120"]Spouse and children [Ctrl] + F[/quote] Can anyone link me to more details on this?

14 Replies 74,307 Views

[quote who="Heavenfall" reply="137" id="3242853"]One big problem, in my opinion, is how quick heroes regenerate life. Often I don't have to wait at all with the fighting until my hero is ready to go at full health. This regeneration for heroes could also be reduced[/quote] ^Wonderful idea! Natural regeneration rate should be directly related to the number of troops in a unit - ie. 1 champion regens MUCH less t

150 Replies 539,878 Views

[quote who="jgiombet" reply="25" id="3242739"]pedestrians are like one of my favorite parts of this game.....that shall never get disabled in my games...a slider i guess would be cool....love to see those peeps..... [/quote] I miss them so much on my 32-bit laptop, the world feels to be in an eternal cataclysm.

98 Replies 221,032 Views

Does anybody else notice that the RNG appears to do a lot better job upon world creation than it does upon loading a saved game? It is not uncommon for me to find multiples of an item and witness strings of dodges after loading a game; however this seems MUCH LESS common in the first few dozen turns before saving and quitting.

1 Replies 2,247 Views

[quote who="ins2" reply="11" id="3242823"] Has this been addressed and/or fixed in the next patch? It's a big issue and affects the whole gameplay...[/quote] +2

16 Replies 14,103 Views

[quote who="GFireflyE" reply="14" id="3242724"] But then comes the question: What happens when you can't pay? Do they disband? Do you get to choose who disbands? Do they riot? Do they become dormant again? Not saying that this is a bad idea. Quite the opposite. Just needs some fleshing out.[/quote] The same thing that happens with gildar, you go into the negative: new champions are unable to be hired, current champions may abandon faction to ex

24 Replies 30,201 Views

[quote who="Glowing_Ember" reply="17" id="3242655"] *snip[/quote] Champions are much similar to henchmen (vice versa really) than troops.

18 Replies 12,358 Views

[quote who="harmonius_" reply="3" id="3242595"]Almost all rare items require level. This is for balance. The exception is only items from technologies and another couple of items. The problem: your main champion/sovereign gets many powerful items and gives these items to low level champions. Then they gain levels very fast in solo.[/quote] A solution to balance the power of an empire's champions: htt

8 Replies 4,760 Views

From the other thread: Great ideas GFireflyE! It could also be a great way of interconnecting the size of an empire and the power of it's champions ; simply by changing their wage requirement to influence, and adding influence generation to a few city buildings. All champions should not only cost inf

24 Replies 30,201 Views

[quote who="Frogboy" reply="14" id="3242624"]Influence is very much used to manipulate the AI.[/quote] It could also be a great way of interconnecting the size of an empire and the power of it's champions ; simply by changing their wage requirement to influence, and adding influence generation to a few city buildings.

18 Replies 12,358 Views

Great ideas GFireflyE! All champions should not only cost influence, but also require it as an upkeep!! Their wages should then increase as they level, and influence should be generated by certain city buildings!!!

18 Replies 12,358 Views