it's supposed to be much, much faster in accessing data. Would make a real difference in some games.
Alstein
Suggstions: You should be able to make a city surrender without fighting via sieging, eventually. Turns should be based on food surplus/deficit, CHA of champion in city, and level of city, and enemy's siege rating (based on tech, power level of non-heroes in army+ siege engines) If a city surrenders, the defenders have to fight the attackers without city bonuses and starting at low morale, or retreat. Sieging sho
How much do you think SSD goes down in price this year? I'm in the market myself, but my budget is $1400 max. I'd want quad-core 4GB ram and an SSD. Last laptop was a G71G from Asus, it's been not that reliable, but it's kept working otuside of one minor maintenance case. 6 Gigs of RAM was overkill. I don't pay a lot of high-end PC games though, but I want what I do play to be fast.
[quote who="dopeydave" reply="54" id="2855847"]I think you should just go for the look at future turns like u did wiht gal civ 2, seirously what gamer doesnt have a quad core cpu? comon now there like 60beans online nowaday. The cost of one pc game. (or 2 if u want a lil better one). If it really is that slow of a community of cpus, maybe make a option of normal , normal (With half assed computer) ,expert , expert (with half assed cpu) . or u could just make the people t
Think I found something with the AI, if you conquer one of its cities, the AI can fall asleep. Had this happen in one of my groups, where the enemy sovereign just stayed in my territory and did nothing for 10-20 turns. Didn't save and reload to see if that solved the problem, but that shouldn't be the solution anyways. I know a MP game I would never have had the time to pull off what I did, it took about 50-70 turns of full focused research to get a super-sovereign.
[quote who="aeligos" reply="70" id="2854963"]I think I'll wait for the next patch. I am adventurous [in the game]..lol..but when it comes to messing with game files, I get all chocked up and thus prevent myself from trying a file update. [/quote] it's just a new .exe. You can backup your old .exe and it's fine to try.
Teleport spell is probably what they're talking about, I'd even go far to argue that it should be gone or distance should be limited to int+shards*.25 spaces, or a teleport sickness penalty should apply to all units for 1 turn. A few other spells are ultra powerful as well. That said, the elemental book spells are rather weak in comparison- at least the ones that don't carry shard effects. I miss shards and int effecting spells as much as they did previously
The thing the double start saves in the long run is time, which is critical. The resource thing: the only solution that will be satisfactory is to introduce sliders, and probably very detailed sliders on top of that. Did play a few games tonight- AI did seem to be much improved, though I think it shows how powerful warfare is in relation to other stuff in the early game, which could be reworked, but that might hurt the AI. Right now I'd say
It's playable. It's not great yet, but it's definitely passable. I occasionally crash, but it's rare. If Elemental 1.1 were Elemental 1.0, most of us would be happy with what we've seen so far. Given Stardock's support history, I decided to just knock .1 off all the patches, assume the game got delayed four months, and enjoy the ride. They've proven that they're committed to making this better.
Flat out, you guys need the same options you had in GalCiv II. Random opponents, fixed difficulty level you can set for all, independent of world difficulty then be able to set specific opponents, or difficulty levels. My own personal way of playing: I always set my AI to be the hardest it can be without cheats (as I hate AI cheats, one reason why I love Brad's AI, it competes without cheating)- though I will house rule mys
Check your PM's- I found a crash in your build yesterday. Also, on the resource change- I think it's good for some resources, but not others. For shards and the rarer resources like horses and scenic views it's awesome, for others like clay pits its overkill. Also did you up the monster spawn rates? Played a couple games, in one the spawning was outright ridiculous. On the spawns, I'd rather see fewer, stronger monsters once the game gets going,
I think healing staffs or some sort of healing item should be makable by using crystals, or via spell (costs 50 mana for a cure light staff) This way you could have medic troops and stuff.
The problem would be combat speed (does a combat speed below 1 mean you attack every other round), simulating the inaccuracy, and so on. I do think gunpowder should be in Elemental though at some point.
Why can't empires get some sort of heal spell also? Either an energy drain spell, vampiric enchant (gain int% of damage delivered in HP back), or something along those lines.
One caveat: spells should be possible to modify some of these rules as needed. TROOPS 1) Every unit, including every single solder in a group, will have stats. This does mean that it's possible for units built with the same armor/weapons, to have different stats. This would include groups. 2) Levels will add hp like they do now, and raise stats at random (2 points, but player has no control over it).
1.2 has to be next, then expansions can be worried about. My guess if we won't hear much until Feb at least. Doesn't mean there won't be news in the meantime though. I'm more interested in hearing what the focus of 1.2 is , so I can spam the forum with my own suggestions, which will then be ignored. ^_^
I don't think Civ 5 is fundamentally flawed, I just think the execution and AI are terrible. Elemental had fundamental flaws, but has shown a willingness to fix flaws in the past, and has fixed a few with 1.1. This is why I expect the final version of EWOM to smoke civ 5 final edition.
I'm wondering if Jon Shafer is the new mod/API guy now.
I think this is part of the reason why I have tended to not be as negative. I can judge this game on its own merits, since I never played for or cared to play MoM.
Suggested solution: You start with the game with a free level 1 spell. Sovereigns and their descendents auto-generate 1 arcane research/turn as well.
I agree also, but I don't know how to solve the problem. This probably should be the focus of the first expansion.
Suggestion for staves then, maybe then give bonuses to int if magically imbued perhaps? Also, would it be possible to give weapons bonuses vs other types of weapons?
Yeah that's fine, or even a series of battles. A TBS game does not need mini-games included like it's a lame Final Fantasy (isn't that redundant? ^_^) clone. On the grouping, I agree, but only if the single units do not have a logistics cost, or a steeper limit on stacks that don't have heroes in them (is it possible to code a negative logistics cost- Note: I am assuming that logistics is like GalCiv2 in how it works in terms of stack limits.)
I'm assuming there won't be a ton of dungeons, and there would be a decent risk involved. Also you only get a level 1 adventurer, who would have to be protected. Honestly, I don't think dungeon exploring should exist, except in the sense of how it was handled in AoW. I can see it being a distraction more then an enhancement. This is a feature that should end up on the cutting block until the game is in a good state, and maybe not even then.
Calling Elemental a disappointment is warranted. The expectations were so high, and the game didn't surpass GCII Vanilla. That said, Elemental has a chance to not be a disappointment down the road. Civ V was a bigger disappointment though. Disciples 3 and Epic Mickey make no sense on that list- neither game had high expecations really. There's a huge different between the PC-Centric Tom and console-centric