Alstein

Alstein

Joined Last seen Member # 1291264
207 Posts 3,340 Replies 2,396 Reputation

[quote who="BoogieBac" reply="14" id="2840841"]We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. We're trying a code fix where casting a spell uses up all remaining spell points (still open to micromanagement cheese...using up most of your pts before casting a spell) but it's a step in the right direction.[/quote] I don't think the cheese

66 Replies 133,088 Views

I still had some crashing, though I couldn't pin it on anything. This isn't ready, but it's getting closer. Hopefully we get these fixes today to get ready for the weekend.

66 Replies 133,088 Views

All that means is casters would use three different spells per turn. Making the mainline direct damage spells only useable once per turn might be a good thing, as it would encourage the use of the elemenntal books, which need a buff. (I'd suggest letting Shards boost up spells for even the low-level elemental spells again)

18 Replies 13,847 Views

I'd like to see the Sovereign's int be a modifier to base mana/turn. Maybe 1 point instead of 2, but +.1/turn for every point of int? Second suggestion: casting multiple spells in a turn, the intelligence required to cast a spell increases. So a magic dart that requires 10 INT as the 1st spell, requires 15 if you've casted 1 spell already, 20 if 2 spells, etc... I prefer this idea because it has two benefitical things: it makes a soft rule instea

14 Replies 15,002 Views

with the Heal nerf, perhaps I'd like to see a greater heal or a revitalize (heal fully) higher up the spell tree- at least level 5.

16 Replies 74,591 Views

Honest opinion after playing around: I still got a crash, but it's easier to see what's causing it- I think you've gotten over the hump. You guys are chopping wood, but it's a much larger tree then I think you guys imagined. Keep up the good work, but it's going to be a good bit of work. I doubt you'll be finished patching this up until January.

102 Replies 38,749 Views

This spell is level 4, costs a good bit of mana, but is 50 damage unreducable. can one-shot kill just about any sovereign. Maybe a little too good. Solution: perhaps some spells need to be more easily resistable, or spell protection needs to be used more. AI should definitely use this more at least vs sovereigns/impossible units until countered. Maybe resist needs bigger effects, or some spells should

15 Replies 7,514 Views

Glad to see that Empire fix is in, I was wondering why I couldn't build gangs of 3, I was needing them.

42 Replies 106,547 Views

http://dl.dropbox.com/u/6609288/demoncrash.EleSav I believe this crash was caused by me recruiting a demon. Same game as previous. Trained the demon, next turn lockup/crash.

1 Replies 1,513 Views

Severity: Moderate Gameplay How to recreate: kill off a sovereign (though this isn't necessary), have an adventurer's army in the field. You will be able to recruit them (As you should). However, here's the big. If you have the gold to recruit the leader, you recruit the whole stack, whether you have the gold or not. You will go into the negative on gold, sometimes by as much as -200 or -300 if the stack costs enough. The g

1 Replies 7,411 Views

The more land you have, the more likely you are to benefit, so I think the reverse is true. The current system favors large, resource-poor empires, which encourages ICS as well in a sense. 2e isn't a bad idea, though multtiple building= multiple moving= increase shot of something going wrong.

102 Replies 38,749 Views

Maybe a high level spell to spend 200 mana or so to clone a food resource?

21 Replies 6,746 Views

[quote who="CariElf" reply="55" id="2838910"] Quoting Werewindlefr, reply 52 Quoting CariElf, reply 51 We suggested solutions to this problem, though. And there are others you might come up with, but the current system is quite bad in my opinion. I saw one person make a suggestion in this thread: Quoting Alstein, reply 48 Case 2a) Player when they try to build on the tile, discovers the resource Case 2b) Player when

102 Replies 38,749 Views

[quote who="Wintersong" reply="43" id="2838696"]Case 1: Tech spawns stuff that may or may not appear in your land. Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not. Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources

102 Replies 38,749 Views

The best strat right now seems to be build one city up, zerg the rest. Best solution is to have an exponential benefit to levels of cities. Gardens being a level 4, mid-game improvement might be nice. They shouldnt' be a level 1-2 improvement though.

21 Replies 6,746 Views

Thank you for focusing on stability. The fact that stability is now my big worry is a sign of how much you've made the rest of the game fun. Some areas could use expanding, but that's what expansions are for.

12 Replies 5,133 Views

The important thing is what sorts of games do you play? If you mostly play strategy games, you'll want RAM+processor and can skimp on graphics card.

22 Replies 120,200 Views

Regarding the strategic spell known issue- do you have a plan for that? If not, I'd suggest the AOW2/SM UI for that- worked perfectly well in that.

102 Replies 38,749 Views

Such a mechanic would just lead to the human exploiting it via allying and betrayal. Maybe if stability mechanics were introduced like in the EU series it might do better, but I don't think Elemental is going to go in that direction- though we do need unrest/drone stapling/unhappy citizens of some sort at some point.

79 Replies 186,945 Views

Diplomatic option idea I saw from someone else: Spend diplomatic capital/gold to bribe monsters to attack other factions. Unsure if AI can handle this though.

79 Replies 186,945 Views

Agreed, they need to be sticky. As for the changes: I think an emphasis this time needs to be made on stability. I think the mechanics are good enough right now (though if you find tweaks, it never hurts) , get it stable and it's a viable release patch.

12 Replies 5,133 Views

True, 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.

472 Replies 1,486,400 Views

You get new resources when the AI researches the resource techs also. This is something I'd like to see changed in the future. I'd like to see some crappier versions of the resources we have now, like food resources that are +2 instead of +5, or silver deposits, bronze ores, etc.

23 Replies 15,249 Views