I've been thinking about this a lot, ever since the launch of Elemental. It seemed to me like much of the design felt like things that belonged in GalCiv. It makes sense, since GalCiv was the only strategy game Stardock had as a reference. Generally, on the gameplay end, it's been the fantasy stuff that didn't work (so far) Trying to refire up GalCiv II, but Impulse account has a corrupt GCII serial (I sent that in to support, I found my old serial on
Alstein
Another use for dungeons- bring in regular units, they live they become lvl 1 adventurers.
Waiting for the all clear that it's fixed enough. Normally I don't like Steam, but for MP-only games it's fine.
I would do something entirely different I'd get rid of groups of units entirely. Instead- I'd make stack limits based on a few factors Towns- no stack limit. You want to turtle up 100 units in your capital, go ahead. Your economy will suffer. Stack limits would be based on a few factors (logistics code has to be in the game somewhere, I'm sure, if not SD knows how to do logistics &n
Consider Ironeers more of a nationality then a race. The Empires are more races. That said, SD didn't really get rid of the humans in rubber suits approach in GC2 until Twilight.
My suggestion would be hit locations, with a chance for critical hits- which can go through armor. Already in the game via daring strike mechanics.
[quote who="Frogboy" reply="76" id="2849427"] Quoting Seabird, reply 65The game should change its name from Elemental War of Magic to Elemental War of the Beta Testers...with all this squabbling going on between users. My experience with 1.1: it did crash after about a good 2 hours of play...I should have saved, but was so hopeful that 1.1 would be the fix all and have the same stability as 1.09v....WRONG. In addition, played the game on normal and challenging...the AI s
[quote who="Nesrie" reply="154" id="2821924"]My past experiences say neither one of them has live support. I hate buying a game on the weekend, you know when I actually have a lot of time to play games, only to run into a problem that has me sitting around and waiting until Monday to get any sort of support.[/quote] You can't expect a small company to offer 24/7/365 support. Stardock is VERY responsive during business hours, especially if you get on IRC
I'd say magic is not useless until late game. Fireball spell early on for 12 damage if you get a fire shard allows your sov to use that instead of arcane arrow, which means you can put pts into str/con. I have to agree with the assessment that powergaming turns this game to crap quick. Hopefully this can be fixed at least somewhat in 1.2, and should probably be the #2 priority behind fixing the remaining stability errors. Many AI issue
You should also be allowed to put your captured victims to the sword, lowering the city level by 2 (minimum pop of 1) and losing all non-housing,non-bonus improvements.
There's also the AI popped the quest first I believe.
[quote who="Wintersong" reply="24" id="2847707"]Yes, some of you have failed your 1.1 chance. Don't be back and save yourselves some frustration. Those who truly care about the game and/or their money spent on it, there is a Support subforum awaiting for your issues reports. Some issues will get resolved sooner than others but that's to be expected.[/quote] Telling people not to come back is counterproductive. No one's being outright abusive.
teleport isn't that expensive. Call to Arms would be a more expensive alternative if the AI really wanted to try killing off your sovereign when you enter his territorry. Speed kills in TBS's, and elemental does tend to make speed effectively really easy. Idea for a spell: anchor. 1 maintenace, prevents transportation magic (teleport/return/call to arms) in a 3*3 field on the strategic map. That might help the AI also.
Some of these AI flaws are probably things that could be solved (and perhaps better solved) by mechanics. Unguarded cities= replace city level up mechanic, which feels artificiial somewhat, with better buildings for higher level cities (as a compensation), and militia that spawn on defense for towns when attacked. Lev 3 cities early game should be fortresses. Maybe something like sqrt of city with spears and padded armor. Have AI avoid said citie
I think the AI may be underestimating sovereigns and defense in its calculations.
[quote who="astrath" reply="58" id="2848147"]A few hundred turns in and no crashes. A rather odd bug at one point though - some of my (Gilden) cities started appearing with names and stats of neighbouring Magnar cities. Was just the on-map UI and didn't affect gameplay and it disappeared after a few turns. I wiped out Magnar in revenge [/quote] I have had this very same exact problem- and reported on it in the beta. I've had it since launch
That whole costs increasing yet things staying the same is a problem. I just don't know how to get rid of it, without killing the idea, and I do kinda like the idea. Taking from a previous idea- why not have bonus buildings like the libraries and arcane temples- give the GalCiv II creativity trait, and allow them to give you a chance of a random tech, weighted towards techs that have not been researched yet by anyone?
[quote who="scratchthepitch" reply="166" id="2838170"] Quoting Alstein, reply 163True, but the one time I know of where Stardock did this in the past, they provided refunds. (was due to abusive customers during the GCII era) There may have been a 2nd case of this, I'm unsure. I recently bought and downloaded Civ3 Complete from Impulse. Took about couple of hours to download and install and worked without any problems. Whethe
Now that is a fair complaint. There was no good reason why the time difference between the last beta and release was under 18 hours. If anything, 1.1 should have been today. This is something I do feel Stardock is wrong on- though I suspect other factors may be involved (Christmas, the fact the team was in crunch mode, which Brad doesn't like to see because it does burn people out) That said, I think Stardock's beta process is fine- public betas
Relevant links: debug files, and autosave (Set to 5 turns, but wasn't doing much of note in the last 5 turns) http://dl.dropbox.com/u/6609288/Elemental/AutoSave.EleSav http://dl.dropbox.com/u/6609288/Elemental/debug.err <a href="http://dl.dropbox.com/u/6609288/Elemental/Elemental1_1-2010-1
Hearing plenty of AI complaints from those who have patched other places. I'll continue to not buy this.
To be fair, Elemental has had many more problems then GalCiv2. Some of this is due to Stardock being overambitious with trying to make a game engine from scratch. I think in retrospect, this will be one of the things when Elemental is done Brad will self-criticize himself over as a business decision. That said, vast improvements were made in 1.1. The real problem for SD in 2011 with Elemental is going to be balancing the need for gameplay improve
There should be a choice between a Playing to Win AI and an Immersive AI, or maybe a slider. An Immersive AI I'm ok with getting some bonuses to make up for the limitations of RP-ing, a PTW AI should not get bonuses.
My suggestion is a compromise: ditch one of the trees: diplomacy The diplomatic options shouldn't really be techs period. Trading should be moved to civilization The Unlikely Friends-type techs should be moved to Adventure. As for the other tech trees. The civilization branch is fine to me. It could probably be helped by a few more options, but it's in the best shape.
Some people having nonoptimal experiences has to be expected a) Some people don't update their drivers/ user error b) Some configs weren't tested c) The game isn't 100% stable. Almost no game is. as of the last beta, the game was very stable for me, though lategame I felt like I may have been strating to run into memory leaks (but almost all TBS's have this problem in some aspect- even Civ IV and EU3 have this)