[quote who="VermillionChaos" reply="35" id="2664801"]I like that Phoenix. Although maybe something like '[Starting_Essence + (Int + Wis - 25)]'.[/quote] That's pretty harsh cause [10 + (10 + 10 - 25)] = 5 Mana for an average default character. [quote who="Peace Phoenix" reply="34" id="2664784"]BTW, in that thread https://forums.elementalgame.com/385685 I have proposed another formula for mana: mana = essence + max(0, INT + WIS - 20). I somehow find it str
PyroMancer2k
[quote who="DivingDuck" reply="1" id="2663355"]There are a few more responses on mine but I have to scroll down to them... I chose 'Anger' but nothing happened either.[/quote] Yea I almost over looked them on mine as well. It needs to be a bit more obvious that there are extra options there. The fact that scroll bar is covered by the options ends up hiding it.
[quote who="Peace Phoenix" reply="2" id="2664786"] - no new builds for beta testers[/quote] That is usually refered to as the End of a Beta. Not the closing of a beta.
Where did you see that at?!?! As for closing a public beta it often refers to not letting anymore new Beta testers in. Becuase to much feedback can be a bad thing. Some people don't bother reading the proper method for submitting bugs even though it's a sticky with the title "Please read before posting" which ends up cluttering up forums. Which makes it hard for the devs to both sort through and track down the issue. There are a ton of things I could mention that people do whi
In regards to Essence, Wisdom, and Max Mana, I agree that something needs to be done. I just thought of this idea so I'd like to hear what you guys think. The Wisdom determining mana I think was not done by the devs originally because they don't want every hero to be able to cast spells. So not sure if Wisdom = Max Mana approach will go over well with the devs or really work in general as suddenly all heroes are pretty much spell casters and it undermines your Sov ability. On
I agree essence does need a rework. It's to easy to end up being crippled through loss of essence and earning more is at a snail's pace. This is especially true when you realize that right now our SOV levels up way to quickly as XP gains as set pretty high. In release I imagine it will be much slower. The other thing I think people are forgetting is we have been stuck on tiny maps for quite a while now. So only needing a couple cities was fine. But when you think about the fact that t
I am having the same problem. Everytime I fight something I don't get to see how the battle turned out. I just have to estimate by looking at the units after the fight.
I agree more spells. Though it is already getting kinda hard to sort them which is why I made some suggestions on better organization for spell book. https://forums.elementalgame.com/381945
[quote quoting="post"] There is no way to tell land is revived from the cloth. [/quote] Yes there is. I play in only cloth mode cause my computer doesn't like switching between 3D and cloth mode a lot. It does a lot of graphic lag while it loads the 3D stuff since it's so old. Anyhow more to the point revive land has a slight green tint to it. It is kinda hard to see I will admit though as well as being very rare.
The adventure tech tree is mostly garbage right now. I agree it does need an overhaul on how it is handled. Here is what I think it should be more like. Explore Ruin Techs - Give you bonuses to finding more and better stuff when exploring ruins. Quest Unlock Techs - Give you higher rewards from questing and make them spawn a lot faster. Recruit Techs - Lower the cost to recruit heroes and possible have more heroes spaw
Well since it's now Beta 2B and magic is back on the table I figured I'd bump this thread. Since I originally posted it and magic wasn't really a priority it seems it got completely ignored.
Adventurer tree needs a major over haul. Besides being lacking in terms of production ability it is very thin and there is very little to DO. Now where to begin? 1) Heroes SUCK. - They cost way to much and not worth their wieght in combat. Most cheap heroes are not much better then a couple peasents which run you 10 gildar yet they cost 100-200 or so. While you can buy some higher end Heroes later that cost 1000-5000 gildar or more. And even they they only have combat
[quote] All tech trees enabled. That means Diplomacy, Magic, Warfare, Civilization, Adventure, Imperium, Conquest, Sorcery, Domination, and Cooperation. [/quote] [e digicons]:omg:[/e] Wait... What?!?! There are more tech trees? I thought the 5 current were enough. Granted they do need a bit more filling out. [quote] The HUD will be in. This is something we’ve been playing around with for awhile but didn’t want to pu
[quote who="Nick-Danger" reply="1" id="2658500"]Do you have a unit like a ship or caravan that is moving and its path is blocked? That will prevent a turn from ending. The end turn button is not grayed out when this happens as the unit is trying to complete its move.[/quote] Well I have the save file posted so you can see for yourself. :) I don't have any ships but I have several caravans that have been running around for quite a while so not sure why their path wo
[quote who="Anomander" reply="8" id="2653441"] 100 years from nothing (utter destruction) to disposable incomes, fairly large scale fermenting and the security to share a pint with mates. It makes the cataclysm seem like an annoyance![/quote] Hay a lot can happen in 100 years. Look how far we have come in the last hundred years. Besides 100 years is about 3-4 generations which would mean most people alive would only know of the appocalypse through stories from
[quote who="Stmorpheus" reply="83" id="2658477"] hmm to me i think you have to many settlements there. i thought that the devs vision was to eliminate the city spam, and i would call that city spam. then again this is based on an opinion. [/quote] Yea it doesn't really what the devs do I'm always gonna "city spam" as you put it. It's just my play style of fast quick expansion and economic growth. Though I will admit all of that growth is not solely due to me drop
Debug: http://dl.dropbox.com/u/6399047/debug.err DxDiag: http://pastebin.com/m9zfYwUv Save: http://dl.dropbox.com/u/6399047/AutoSaveLocksUp.EleSav When I hit end turn the game just hung there and I wasn't able to do anything except move the mouse around. The end turn button was not grayed
Actually I think this takes away from some of the uniqueness and strategic importance of having those resources. I noticed you put forest in there but they are extremely common and you can get materials even without forest so that part of the argument doesn't really hold up. I understand with ore/crystal though. I think the better thing is to have more resource points on the map. Back in 1Z on that tiny map I was able to almost always get at least one ore or crystal mine if not both.
[quote quoting="post"] Now, I'm not an expert, but should dead people be having babies? [/quote] Undead Babies!
[quote who="Autarkhos" reply="2" id="2658035"] ...Wow. That's just silly. I was going to make an argument that Fable had plenty of alcohol, sex and violence in it, but it turned out THAT was rated M in America too. The whole ale thing is very abstract, too, how can that count, really? ( It turns out that Empire : Total War, that game where you gun down Native Americans whilst you take over their land in a surge of Imperialism, was rated teen. Americans have funny st
Actually down the military tree there is a Fort but it's not the kind you want. The fort that is in the game simply boost your cities defense in some way, I forget exact stats. As for your idea I'm not sure how useful it would be. I know myself and many others never bothered with forts in Civ4 because the AI or other players simply went around them.
Thoughts on 2A changes: I like that you need fewer garderns to get your cities up and running. I don't however like the fact that you can only build one garden per city now. It really does limit the option of allowing you to setup a farming town. I agree with what some others have said about Lumberyards in the if your city is near a forest you should be able to harvest the heck out of that. Having a logging town next to the major forest supporting your other c
[quote who="Stmorpheus" reply="79" id="2658227"] i need way to many level 2-3 cities to get my required resources. [/quote] What do you mean by this? Required resources for what? You don't expect to raise armies with only a couple cities do you? Also I have no problems getting what I need to raise a small army. He's a screen shoot of my nice size empire, which you'll notice is only 89 turns into the game. <img src="http://img27.imageshack.us/img27/8936/elemental127
I think you might be looking at it the wrong way. Death magic a lot of times isn't so much about simply destroying and killing stuff just for the sake of it. It's about taking life force for themselves at the expense of others. For example a death mage might not turn a forest into a barren wasteland just because he can. But instead does it because sucking the life force out of it gives him the power needed to cast some other spells. The theme of Life and Death magics have often been a
The real combat system isn't even in the game yet. I hope there will be a retreat option when tactical combat comes out though. As it does currently suck how many wondering monsters attack your scout troops.