Human vs fallen do have a modifier of +/- one on diplomecy. But that seems so minor and underplayed. About the races and species? I wish SD would allow most of the game to be customized when user set up a new world. Oh, if you do make 'differet species' how will this affect marriage and dynasties? A 'sluggo' proposes to a 'snugglie' and one says, we wont get offspring...
ElanaAhova
My only frustration with auto combat, even when my side is heavily favored, is that every once in a while, a 'hero" gets killed. But when I play it out tactically, I can keep the weaker ones back -and help them level up. They don't die this way.
Just remember what Shrek said when he saw the Prince's castle and tall tower.
Raj21> In Hinduism , Avatar or Avatāra ( Devanagari <a class="extiw" title="wikt:अवतार" href="http://en.wiktionary.org/wiki/%E0%A4%85%E0%A4%B5%E0%A4%A4%E0%A4%BE%E0%A
If we can't un-uber-nurf the spells, could a constant mana drain on the caster added?
Cordell 9> October 5, 2010 9:15:19 AM Just please before DECEMBER 7th. Most of you probably know the significance of December 7th and no I'm not talking about Pearl Harbor day. Forgive me, but pearl harbor day i
> frogboy > "3 ish' means around three, so "october ish" means around October, which COULC mean November. Is this your intention to suggest the update may be in Novemebr? OR were you trying to suggest that the update would be out sometime in October? I'm hoping for tht latter
Yes! A brothel where women can go and hire a little fun with those in the stable?
Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the other. Repeat until only one side remains on tactical field. Side that acts first has immense advantage. First change: Determine APs based on the unit’s movement. Higher movement = more APs. Now use the units &lsq
Tactical Battles Current system uses the ‘combat speed’ of the unit to determine its APs allotment. One side acts, then the other. Repeat until only one side remains on tactical field. Side that acts first has immense advantage. First change: Determine APs based on the unit’s movement. Higher movement = more APs. Now use the units ‘combat speed’ and change it to ‘initiative.&r
I played this lizardman empire today. Went about 200 oves. Was a wonderful ride. However, i think the fire castors and the mounts are nurfed in battle. They fire, and in over 60 attacks, they only hit three times. Whats up? The only other mods I have are the forest book, and the fisheries. i invested almost all my empires resources tio make a force of beats and fire casters. Lowly spearmen took them out at 10 to one.
IQ?
August 29, 2010 1:44:18 PM Yes, you can do this. However, I don't think anybody has discovered how to make them champions yet. I've implemented a dog and a bodyguard as special traits y
The corruption concept is an intriguing one. And I would like to see it developed. Another way to reduce city spam is to split "food" into two resources. Food and water. Fertle land is all well and good. But it takes water to grow things. And people, animals need water all the time. Currently, Oasis act like fertle land, and not water. Make water a truly scare resource. Use water to maintain animals (like at their herd tile) and some
Robert again> Remember, in medieval Europe, a fully armored knight could NOT get up from the ground when he fell, unless he had help from someone else (A squire, etc.) who was not decked out in full armor. Urban myth. Medieval knights were pretty good at warfare and they didn't make dumb mistakes like that. =P That was only true with some excessively heavy tournament armo
> Robert Hentschke > About the 'attrition' of larger units (units composed of many individuals) from combat - you rightly point out that 'healing' is 'unrealistic. Sure, recruits and repairs need to be added / made. How about this? The unit heals some (some individuals are killed, but wounded,
yes, Golems, animated unliving stuff, like wood, iron, obsidian. Concept originated in Eastern European jewish folklore. Europe, being the 'tossed salad' it is: many different peoples living side by side - everyone took the idea and made it their own. Now elemental owns it! You story from your game makes me realize just how important a high armor rating is... And to use magic on golems, etc.
The Progress> I really appreciate what you suggest. Great ideas. Hope SD implements something along those lines. One 'fine tuning' comment about finding a refugee camp. If the camp exists, there must be a (perhaps small) source of water and food growing going on there, or the camp would be abandoned, or full of dead beings. Perhaps, the discovering SOV might wat to keep the resource, as well as the population. WHat do you think about addressing thi
Is nice. Have you thought about adding a 'negative' to using these extra taxmen? (EVERYONE loves to pay taxes..) Is there a way to put a decrease in morale, or prestige, or whatever, when a settlement starts sending out the sheriff of Nottingham (err... tax collectors) to increase government monies? Just wondering. Great job!
Yes, +1 for turning off auto new troop designs. Typically, when I research a new weapon, armor, the display does not update until the followig turn. So, if I want that bow, etc on a unit, I must create a new type. Then next turn, all the 'saved' versions of that same type clutter up the window. Anyone sle have this happen? BTW, thank you for answer about retiring unit types and actual units ...
I feel strongly that unit types need to have strengths AND weakness. This creates opportunities for choices: tactics, strategy, best use of resources, etc. I feel strongly that archers should be restricted to leather armor, at best, no shields. Intelligent use of them requires a combined arms approach. Different types of units designed/trained to fight in different ways. This opens a whole area of tactical decisions. Interesting choices (as Sid Meier relentlessly
Oh, an addendum to previous post. Wild hores/warg tiles. These have a tiny bit of water, just enough to care for the 'herd.' Now, de veloping the tile introduces several things. A source of potential food (the animals), a tiny bit of water. And the old 'guns or butter' tradeoff. (Guns = military use of resource, butter = domestic/ civilian use of resource.) Do you train the anmlas for use as mounts (which consumes their food every turn), or do you add
I agree wholeheartedly. I really enjoy EWoM. I see it going in a very good direction under SD's development. However, I imagined a world that was an "after the holocaust" type of place: A vast wasteland. It is too easy to generate food. I know many players ask SD to add more food. Irrigation was added. Mods add food (fisheries, for example). BTW, I use fisheries, and i am happy players make mods to implement their vision of what Elemental's wo
one question: when you retire a design, does that destroy any units you built that have that design?
ver 1.09 darklings, contrary to the memo on their cardds, are very susceptable to 'offensive' casts.