Still playing that game in my old post above! It is fantastic, I'm loving this game!! There was 1 hickup tho - once my game started getting a bit advanced, the out of memory error started intensifying rapidly all of a sudden. I could hardly get 3 turns out without it happening. This was a game killer for sure as it was previously. Forum member Delmoroth had previously pointed out a mod that pushes back this error quite some distance, so last night i decided to give it a
Mystikmind
Alaknebs - interesting, I have noticed that treasure taverns and those little gold square box treasures stay on the map after they have been used. This is quite irritating actually! They should either regain another mission, disappear, or become a structure that can be used by a city (the treasure tavern especially).
[quote who="charon2112" reply="5" id="2807102"] Quoting Mystikmind, reply 4Give up guys, AI diplomacy never works properly, even in games that put allot of effort into it (such as the civ series). And it never will until such time as we have proper artificial intelligence! GalCiv2's AI and diplomacy are pretty darn good...![/quote] In terms that the player can easily get it to do what it is designed to do, yes, but it is as predictable as 1+1
Give up guys, AI diplomacy never works properly, even in games that put allot of effort into it (such as the civ series). And it never will until such time as we have proper artificial intelligence!
[quote who="cpl_rk" reply="15" id="2807034"] Quoting Mystikmind, reply 14The only thing i would definitely agree with would be that you do not see goodies you cannot claim except for perhaps a select few to act as bait to tempt the player to research the appropriate tech. You should be able to build on visible goodies too and they simply get automatically destroyed in the process. Or better yet, build on them & they don't get destroyed.[/quote] &n
The only thing i would definitely agree with would be that you do not see goodies you cannot claim except for perhaps a select few to act as bait to tempt the player to research the appropriate tech. You should be able to build on visible goodies too and they simply get automatically destroyed in the process.
What is your point? Is it to say that something that is a significant source of entertainment in the game should be reduced so the game is less entertaining?
[quote who="Dhraconus" reply="6" id="2805556"]Until Champions don't NEED every single ring and amulet to not suck I am opposed to any further limitations on gear for champions. Otherwise the 2 ring thing has always bugged me. I have 10 fingers and can wear 10 rings easy. But if champions didn't need the gear to be good for anything except scouting I would encourage a limit to force choices about what 'type' of hero you want to make.[/quote] If you want
[quote who="charon2112" reply="3" id="2805532"]There should be a two ring limit, one on each hand. and one amulet.[/quote] 2 rings? nah, the number 2 goes much better with gloves or gauntlets. So you get 2 gauntlets and 8 rings - feels much more balanced to me. Edit: and a rule that two or more rings of the same kind on the one hand do not multiply the effect.
If your disappointed with combat in the civ series, then you would definately like Civilisation call to power and call to power2! Both those games are superior to the civ series except that the AI is quite docile - which is naturally an unforgivable sin, and hence why civ series is on top today and not call to power.
I suppose you can physically fit up to five average rings on each finger (3 on the little finger) without them getting in the way of movement. Lets say 16 rings all up on each hand - probably 4 rings per hand would be best for the game. Neck ornaments, well in reality you could fit hundreds i suppose, it would just end up looking like a piece of armor limited primarily by weight? so probaly a limit of 1 neck ornament for the game would be best?
I delayed research on treasure in my game for quite some time, That is why i have had Infernal spell already when facing my first spiders. This delaying researching treasure is a huge mistake i think on my part, because i have been focusing on getting my city gold production up when a far greater gold capacity awaits in treasure! Now that i think of it, Early treasure research can deliver gold that can buy more heroes leading to more treasure (exponential growth)!! Am i right? <p
I haven't discovered any shortcut keys yet! But in my game, the only persistent control problem i have, is finding cities that don't fit in the side queue. I have to use the mini map to find them - if i remember where they are, or I'm screwed until one of the constructions is complete and i get a report that will take me to it and or the next idle city button will now take me there (if it is not building something).
[quote who="tjashen" reply="6" id="2805442"]In my most recent entanglement with the six spiders, I pulled this off with a mid-level bow-armed Sovereign, sand golem, familiar, and one other hero. It took a couple of tries though, as I only had 15 mana to work with (4 fireballs and a fire dart). I had an active fire shard at this point. I whacked off the spider with the toughest attack first (who also had entanglement - rock spider?), then the next highest attack (B
In other games, i did not have any problem with spiders because i had an abundance of hero's tagging along with my sovereign, all with longbows. my sovereign is always placed up the back, so is never targeted first. Once he gets a turn, he flames the spiders, job done! But the map in this game is very expansive, and all my hero's are scattered all over the place, it is a large map, and it would take hours to gather them up. I wonder if just 1 well equipped Hero would be enough?
Hi I have noticed there is a treasure item that gives a bonus to experience gained for five turns. I was wondering if this has any effect at all on treasure books? So if i take the experience gaining treasure, then read books, does it in any way multiply the effect of the book? If it does not, then i can use books as an when i find them, otherwise i will save up all the books as a i go along. Spiders - in particular 3rd level treasure mission spiders. I have a v
Over the weekend i have managed to get the game i want! I put in 4 AI opponents on easy level and quickly defeated to of them early on. The third one is extremely remote and the forth one i have not even found yet! Since i conquored 2 AI opponents, i have some very nice cities overflowing with resources, oh happy days! and now I'm getting into level 3 treasure which seems to be producing monumental amounts of guilder too, so i can finally start ar
I wondered that myself? There seams to be an option to 'use' the item and it dissapears, so i simply assume you do have to 'use' it to get the effect.
[quote who="tjashen" reply="15" id="2803475"]I started a game once with NO opponents. I blitzed past the choose opponents screen, thinking I'd selected 10 opponents when in fact none had been chosen. Took me a bit to figure out I was all alone... This was circa 1.07. Dunno if the game still allows you to do this, or how the resource seeding is cirrently done - i.e. if you'd have enough resources on a solo map to make it a worthwhile exercise in tech tree explorati
[quote who="Dhraconus" reply="13" id="2803426"]I've never had the experience of a hero changing levels, but I know the map. That map has a figure 8 of roads, well more like a really squished 8. That map is almost always heavy on heroes for whatever reason and the roads make getting goody huts easy. I can say it's not the map that caused the excess of midnight stones, but that does happen sometimes. Still other times you have the quest and can't even find 2 let alone th
[quote who="cpl_rk" reply="12" id="2803000"]True, on any given turn l average a loss of 1 to 3 caravans. It's not a problem replacing them, as they're so chea. The mosters tend to aggregate around certain areas like woods. By this time in the game (turn 300ish), I've got around 30 kill stacks that can level about everything, even a stack of just 4 heroes with longbows can take out most monsters. Putting them on horses and getting 4 to 5 mp, 8 to 10 on all the caravan roads is a
Well i was trying the game last night with more AI's (4) on a large map, on easy level. I could not set one of them to 'normal' difficulty due to not knowing where they will spawn on the map. I got a very odd map indeed, it is like a racetrack going around with roads in place. The problem i encounted was that i could not get enough materials early on even tho i was flogging treasure like there was no tomorrow (hat about 5 or 6 hero's spread out across the map) - if i see another
[quote who="cpl_rk" reply="10" id="2802789"]It's not theoretical, it's actual. I typically endgame large maps with 50+ food with over 100 cities. If you want to see my last game I posted it in the save games thread, can't think of the title right of the thread right off-hand. I had +96 food on turn 433 with over 100 cities and only 2AI left to crush in the game. Just, build a bunch of cities, caravans in each, and send them to food producing cities, you won't have to worry about food anymore.
[quote who="cpl_rk" reply="6" id="2802782"] Why would anyone want to play a game past the point they've won? There's no enjoyment to be had: no challenge, no fun.[/quote] For me, the main question is not weather or not i have the power to win but weather or not i have a worthy opponent. I have indeed quit games in Elemental when i felt the AI was just to pitiful for me to bother continuing. But the game where the AI leader killed himsel
[quote who="semperincomitatus" reply="5" id="2802773"]Why don't you add more gold mines in the map editor? Its the only thing I can think of....[/quote] I looked at the map editor, I have no idea what it is doing? Also it seems rather determined to split into two separate continents with a large map.