Just of be clear. In my case sovereign was leading attack on the temple, but was not the one who started dragon egg quest. And after battle, he was only one who was able to get quest to end.
player1_fanatic
I read in another thread and tested that ingame, that hero who leads the battle in temple needs to be one that returns the egg in order to complete the quest. Also, quest is buggy, and only case when dragon will join is if you don't exit or reload the game after winning temple battle. If after battle you save, and then load the game, you'll complete the quest but will not get dragon to join.
[quote who="MasonOfSparta" reply="47" id="2768480"]To go into slight detail when a unit's base stat (specifically health, attack, and defense) was retrieved it was pre-multiplied by the max of troops that unit might have, but when we did attack/defense rolls we were dividing those stats by the current number. This means you would always get a higher attack or defense than you were meant to. I changed the pre-multiplication for attack and defense to only use the current number of troops. I've
Ok, I know that magic is getting overhaul in next patch, but I need to post my experience from my last game. I used some xml tweaking to fix the bug related to shard bonuses to spell damage, and played game with it. Early game is same as always, I got earth shard, which only boosts a single spell (hurl boulder), making it only on par with melting touch. Magic is useful for combating creatures early if you lack good unit escort and that's it. But in late game, when I
It's actually a bugged design. First you should know that every member of your longbow stack does damage separately and then results are combined to single hit. So it's 0-6attack roll of archers (if they have attack of 6 per unit) vs 0-5 defense roll for ogres (if there are 3 ogres with defense of 5). Repeated as many time as you have archers. That's good enough to do decent damage, especially if you have more troops. Now, where bug kicks in: When unit starts t
I think this bug happens (not 100% sure), if you don't have standard pioneer as unit design (the one with specific icon, that doesn't mimic 3d model). If that happens, exit the game completely and start campaign again. Just restarting campaign during play can give those messed up doubled/tripled designs, as you described above.
Many people have been focused on big things when looking what's wrong in Elemental. This time, I'll focus on small things that can make game annoying, and if fixed can make gameplay more fluent. Usually in games like this, some things don't need reinventing the wheel, and and already established conventions are the way things are done. And for good reason. Let's start with movement mechanics and anything related to that. In Civ, every unit has Wait, Sentry and Forti
OK, I restarted new game with 1.07, and noticed that Advanced Tracking Agility icon is different from one used by Movement (was not true with 1.06 save), when browsing technologies. Also, by using debug mode with Ctrl-R (gives all techs) only +10% bonus to movement is gained (probably with fixed Advanced Tracking), so I guess Movement tech still doesn't function with new 1.07 games. If using 1.06 save, doing same (Ctrl-R) gives no bonus at all. P.S.
This is still issue in my game, started with 1.06 patch (now playing with 1.07). P.S. Have checked Techs_Amarian.xml (in 1.07), and Movement tech it still uses A_Agility as GameModifier, making it not do anything. As for Advanced Tracking, it uses now A_UnitStat_Moves, with value of 10, which essentially gives +10% bonus to movement.
Those obvious choices are only "obvious" due to poor balancing. Having AI that knows how to exploit them would not make a good game, IMHO.
[quote who="Rabenhoff" reply="1" id="2766797"]but so is also the quest with the dragon egg. At least if you reload between getting the egg and delivering it to the dragon. I had to do it multiple times until I got the dragon completing the quest due to persistent OOM crashes when I tried to save somewhere on my way back or after handing in the quest.[/quote] This reminds me of barricade from campaign, which also didn't worked (was unpassable) after saving and loading. At least accordi
Personally, I think that Elemental is kind of game for which is much more difficult to make good AI then civ. You have both tactical and strategic battles, unit customizing system that is much less forgiving to bad designs (compared to promoting some unit in Civ), plus Civ4 is made so that it's game concepts are AI friendly. And questing and creature economy are also concepts difficult to train AI for. Not to mention it's difficult to train AI to place buildings properly, without havi
Personally, I like it when my old saves work. When I was playing Civ4, or any Civ for that matter, I usually kept old saves, and often checked them or showed them to friends who played Civ. Still, I think it would be ok, but only, and once more only, if it was new "big" patch that changed gameplay drastically. You know, something like 1.1, 1.2, or 1.3, in no way if it was some bug-fix thing like 1.0X/1.1X or similar.
Is it just me, or it seems there is disappointingly small number of quests in the game, especially at higher levels? If my memory is correct there is just two level 3 quest, as well as two level 4 quests. On the other hand, number of quest locations that spawn, when appropriate tech is research, is much higher. But all those extra locations disappear after "quest quota" is filled.
After casting any permanent spell (without duration), like summon, some buffs or city effects, they take enchantment slot for caster: you get an icon of the spell in separate "enchantment tab" of the characer. Same screen is used for dispelling those spells. What is maximum number of enchantment slots per character? I have no idea. But it is in no way related to current mana pool.
[quote who="Punjoke" reply="8" id="2765753"]Confusion is even worse than you described. Basically what it seems to be doing it multiplying their attack power by a negative number. If you cast it a second time, it'll again multiply it by a negative number... which will result in a huge boost to attack power. I noticed this because whenever I auto-resolve battles with multiple mages, they seem to spam the heck out of it non-stop. I started losing six or seven powerful units to single guys. In t
[quote quoting="post"]EDIT: A side note, I can spam enchantments on all the cities to make them usefull, there should be an enchantment limit or at least an upkeep cost [/quote] As far as I'm aware every enchantment takes "enchantment slot for the caster, so it shouldn't be possible to spam them indefinetly. Plus, due to low mana regeneration, it takes a lot of time to enchant all cities, if even possible. . Now, there is one disadvantage of level 1
Was never my idea to be dry. Not to mention "brutal and damming". [e digicons]:grin:[/e] But it takes a lot of time to write something, so I tried to make a list as quickly as possible, only listing what matters.
You can also disband caravan, to regain caravan slot. Good thing to do, if you just want to buil road between two cities, where trade route is not profitable to keep caravan around (both cities without food). And caravans are dirt cheap.
I've also used debug mode, if that matters.
Funny thing about medic packs. Just tested them with no modifications and they work properly. After getting injured, unit with medical pack healed 1hp per turn in neutral terrain (haven't tested other conditions).
Which is something that can't be tested if it works. So we can only "hope" that influential does something useful. [e digicons]:grin:[/e]
There is additional issue with confusion too. It affects very badly units with lots of strength. Since it uses "total" attack rating of unit for calculations, but applies bonus to base attack, it can happen 1/2 of "total" be higher then base attack rating of units (especially true for various monsters that roam around), which could lead to negative attack rating after using confusion spell. For example, a troll with base attack of 10 and strength of 30, has total attac
Here is list of spells that don't work at all, and possible reasons why: 1) Ruin Doesn't decrease enemy health, not heals the caster. Also, both heal and drain visuals are shown on the target. Reason: Probably StealUnitStat attribute is bugged. 2) Crush Spirit Doesn't decrease enemy morale at all. Reason: AdjustUnitStat attribute just doesn't work with CurMorale as string parameter Solution: see Fear spell. It uses IncreaseMorale
Another thing about traveler boots: They don't fit properly on human female sovereign/hero model. They are oversized! Looks kinda ridiculous, if female is wearing pants as accessory. So, to sum up: Traveler boots look properly if used by: -Human male model (used by all kingdom factions, kraxis and wraiths) Traveler boots look undersized if used by: -other fallen male models (undesized with clipping) Traveler boots