It seems that the AI is still struggling with expansion and keeping up with me production wise. I have only played on the second-to-hardest level (whatever is above Hard), but the same thing happens. I believe it may be because of the harder monsters. I am not SURE this is happening, but what seems to be going on is that the roaming monsters are so much harder to kill that the AI is just losing all of his scouts and pioneers. Is there a way to make the monsters sca
Vinadil
This is especially true now that you can only cast one spell per turn... it is yet another useless spell. You are almost always better off attacking than healing with your turn. On another note, the natural healing that happens while units are in a city is MUCH better now than it used to be.
I think part of the reason that the Diplomacy Tree lacks interest is because diplomacy in general is very lacking. I have yet to see any benefit in talking to my neighbors unless I want to steal their daughters or buy some resources. And, I don't see much value in the Dynasty, so no need for their daughters, and taking their cities is a much easier way to get resources. This is another spot where GalCiv2 did something different, and better imo. You could actually pla
Even with Fire shards... I found it VERY handy to hit 27 INT and open up the fire related AE... 25 damage to 6 tiles is decent from a ranged attack... that I can have 5-6 people casting that twice each turn is necessary when I face those stupid umber dog stacks with 500 HP each!
[quote who="kenata" reply="16" id="2835343"]OK so here is a wild one for ya. In 1.09o, I was not able to build caravans as Capitar. Not at all. I had the tech even researched a few more for good measure, but sadly no caravans. Anyone having this issue?[/quote] Same issue for me... no caravans in the Diplomacy tree.
I have often wondered if you could implement a GC2 type of unit development. That AI seemed to build some really interesting units, and they would even respond to what you were building. Assuming you like the GC2 AI, what are the main differences in the Elemental version of AI? I notice that it cannot do several of the things that GC2 did, and I am guessing that is due to differences in the game design, but I am not sure what those are.
Heh, I did the same delete. And, honestly I found that I enjoy the game more now that my sovereigns are not flying around the map... that plus the new magic system (with TONS more mana early on) makes me actually split up my main characters and get them involved in the game rather than just using one or two to do everything. Still, late game it would be cool to be able to research Organized... say after the last of the logistics is done.
It would be interesting to see Organized pop up in the tech tree... sufficiently deep in the tree that people would have to sacrifice short-term gains for it... making it an actual strategic choice rather than a no-brainer character creation element. In the late game it is definitely nice to be able to move around the map a touch quicker. I suppose you can do the same thing with the quick-troops method, but a Tech would be nice.
Same thing here. Had to trade the egg to my sovereign to make the quest complete, and no dragon appears.
[quote who="dawgs4ever" reply="25" id="2774596"]If possible, please add to 1.09 or 1.1 the ability to turn off animations in combat. Even better would be the ability to toggle only certain animations - I want to keep the magic animations but disable everything else to GREATLY speed up tactical combats.[/quote] I second this request. Animations in Tactical gameplay should definitely be a toggle.
This could also be resolved by using the same system as GalCiv2, in which both sides get at least ONE round before they take losses. Thus even if you are initiating the attack AND you kill the enemy in your first attack he is still going to get one swing in before he dies. Only place that might not apply is in ranged combat, unless of course the unit you are attacking also has ranged ability.
I will admit that I did not read ALL of your work, though I liked the part I read. The main reason I skipped to the reply was to say I agree with the intent of this post and wonder why the previous solution to this SAME issue when it came up in GalCiv2 was not implemented here. Battles in GC2 have had this issue from day one, and they solved it by having each unit attack individually, in sequence. Therefore, if my 10 guys have 10 attack and your 1 guy has 50 defense, odd
It is this type of issue that makes the game feel like it was rushed, simply because these very tools exist in previous Stardock games. Unit creation was a HUGE part of GC2, and they do it so beautifully, both with the user-created content and the auto-create ships. I think that is one of the reasons why I am bothered by the way Elemental does things also... I have experienced something I consider much better and cleaner from the same development company who made thi
I am enjoying this game so far, and see some huge potential fun in the future as well. The following are a few suggestions I have coming from GalCiv2 and wondering why certain mechanics that worked so well in that game did not make it here. 1) My first thought is to run the battles within the Tactical battle screen just like the battles in GalCiv2 happen. Basically you have auto-battles that occur once you get into the tactical battle screen in Elemental just like ALL batt
As a customer who joined in with Stardock for GalCiv2 I have to say that the goodwill you gained with that game is strong enough to outlast these minor (in the long run) issues with Elemental. I am not just certain you will fix the current issues, I am sure you will pull out of this game all of the potential that it holds. As so many others have said, I appreciate the open communication that you have with your players. It shows a level of respect that is often missing in d
Upgrading experienced units is kind of a Stardock staple. It is obviously something they wanted to do here, the system either is just not working or we don't know how to make it work. The idea of having the units take time/resources to "upgrade" is also rather obvious for anyone who has played GalCiv2. You could also make them come back to a city in order to upgrade to get away from the whole "upgrade in the field" thing. What I would like to reward is people who m
The game seems to think I should be able to upgrade my existing units... at least it tells me that I am able to from time to time "by equipping XX item". I can trade equipment to any number of units, but cannot upgrade them anywhere... or actually equip what I trade to them. I tried designing a new unit type and then giving one of the older units all of the gear he would need... and nothing happened. Not sure if this is by design or not, but if so I would