Topdecker

Topdecker

Joined Member # 2212483
6 Posts 60 Replies 239 Reputation

[quote who="DaxxTrias" reply="65" id="3269894"]Win98 Good. WinME Bad. WinXP good. WinVista Bad. Win7 Good. Win8 Bad. I'm seeing a pattern here.[/quote] Your need for a pattern is allowing you fabricate one. Windows 2k? Yeah, pattern wrecker. Top

476 Replies 1,486,031 Views

I like the jazzed up monsters, however I would appreciate having more border vision - it is difficult to react to inbound creatures when you cannot see them coming which in turn forces large garrisons and turtling is boring. Towns should generate a bit more vision. As for monsters attacking or not attacking, it might have a lot to do with the strength of the stack. Top

33 Replies 14,156 Views

I had to back pedal... No, strike that. I had to run like the British in a Johnny Horton song. I'd gotten a quest to conquer a darkling village and after taking down three stacks, I found my small army destroyed, my leader alone and nearly dead while being nearly surrounded. So I did the the sensible thing - I ran. And as I ran, I discovered that those stacks of spiders that had ignored me before suddenly were very, very interested in me now. Of all my eq

0 Replies 4,913 Views

Concerning multi-player. My principal interest in a multi-player game would be almost strictly cooperative in nature. I've found that I prefer playing games with friends rather than against strangers. It isn't because I am not competitive - it is because I have more fun with most co-op games.

254 Replies 734,239 Views

Just put 100 pronounceable, sensible sounding world names in text a file and freaking keep count and loop once you have used them all. That would be a signifigant improvement over the current approach and would be quickly implemented. It would also be something that we could easily edit and would allow us to customize our game. Top

33 Replies 96,816 Views

It depends on your expectations. I probably have 45 hours played and now have no great desire to play the game until they get the AI plugged-in and working. If you are looking for some entertainment that will last 25 to 50 hours, well, I think Elemental can keep you entertained for that long. If you are looking for a game that you can play ceaselessly or require more play time per dollar spent, it isn't there yet. Elemental is a 6.5 or 7 out of 10 in it'

73 Replies 229,862 Views

[quote quoting="post"] The above statement is fact, not opinion. [/quote] Fantastic job on derailing your own thread. Top

60 Replies 214,653 Views

Journeyman's cloak, even if traded from a champion, is not visiable or otherwise equipable by sovereigns. It can, however, be traded. Everytime I marry off a daughter, I invariably get a -5 diplomatic penalty for killing kids. Yeah, with no warfare - it just shows up. Return or Teleport... You have to step outside of a town in order to use it successfully. If you do not, you get the spell effect sounds and you start walking to the destination. Rea

5 Replies 2,923 Views

[quote who="LightofAbraxas" reply="5" id="2850714"] It is being remade. Unfortunately, it's being remade as a FPS. No, I'm not kidding. [/quote] Looking forward to it - as a shooter. There have been a host of failed XCOM clones and if XCOM goes sort of like Fallout 3's reboot, I would be thrilled. Top

12 Replies 13,106 Views

Part of the AI problem is that it needs to predictive as there is no way to be reactive. If city zones had a slowing effect on enemy units, it would allow the AI to maybe mount a defense. It might also allow a sovereign to gather units via teleport or "return" and otherwise react to an assault. In the modeling of AI unit approaches, I would like to see an elitist style (expensive, effective maximized units), a soviet russian style (masses of inexpensive, moderately ef

101 Replies 215,524 Views

My "rush" attack is as thus... Sovereign has the mobility spellbook, the terraforming spellbook, the adventurer perk for +1 movement, and the trait that also increases movement. I buy him speedy boots and he starts with a movement of 5. Start by rushing around gathering locale freebies while uncovering the map. Battle as much as possible so you gain levels. If it will take you more than 5 turns to get home to heal OR you need to get home quickly ,

28 Replies 42,738 Views

Or it could all play out exactly the same way. I've often been destroying an enemy only to run into a unit that is difficult to handle. For instance, I ran into an enemy champion that had 80 attack and around 50 armor. My sovereign at that point in the game was 40/22 or so and this guy was a beast and just chewed up everything that I had. I ended up having to develop better/larger troops and this one jack-ass added 100+ turns to my game. Oh, I

22 Replies 16,685 Views

I use them both to deny the enemy resources... And along the way, I have accidently destroyed some resources that I wanted :( One thing that pisses me off is that I cannot seem to ever get a mountain to block off a coastal tile - it just extends the coast further and further into the ocean. Top

4 Replies 3,208 Views

Yeah, I have noticed the blind pursuit of a particular unit and confess to having abused it. It has been around for the last several revisions at least. With this version, I noticed a couple of units that reevaluate just before they would move to close combat - they do it to cast a spell before entering battle. I question a few things, like why the AI feels like it must be the agressor. The only exit that works should be the one behind your enemies which, even if you

1 Replies 866 Views

If I were calling the shots... 1. Enchantments would be slot based. A starting kingdom would have none. 2. The first elemental temple constructed would add an enchantment slot. 3. A mid-rank (level 3 town) 1 per kingdom structure would provide the 2nd enchantment slot. 4. An end rank (level 5 town) 1 per kingdom structure would provide the 3rd and final enchantment slot. 4. No maintainance costs to enchantment 5. Enchantment

11 Replies 8,706 Views

[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] Um, increase the action points ne

66 Replies 132,850 Views

All that is needed, for most of these spells, is a cool-down. Cast heal and you cannot cast it for 3 combat turns. BAM - it is now reasonable. Adding a mechanic like this also gives you the need to plan a casting rotation and to acquire the bits and pieces you need to be successful. It also makes spells that are not the best still useful which removes all the min/maxing that wargamers like us are capable of doing. In short, some sort of limiting mec

16 Replies 74,469 Views

A b etter solution would be to make sovereigns invulnerable to all spell damage. Forcing victory through strength of arms is fine by me. Top

15 Replies 7,470 Views

[quote quoting="post"]Monster Aggression - I like the wandering monsters. I like that they are bold and attack you now. This most recent game, however, I had a bandit, two wolves individually, and a wolf and a bear come wandering over the hillside to explicitly attack my capital city. Four attacks by Winter of 164. It may be that was a "perfect storm" as it were, but it damn near cost me my game. How far out (spatially) are these monsters making the decisions to attack? It seemed as though th

11 Replies 9,595 Views

I had the extreme good fortune for one of the AI's to somehow activate level 5 adventuring sites before I got 50 turns into the game. There was a confluence of level 2-5 sites and around them I have had battle after battle with newly spawned mobs. Something spawns in that area every other turn or so. Anyhow, the point of this is that I believe that creature spawns might center on or near adventure points of interest. I've seen this before and thought it might be poss

0 Replies 3,238 Views

You are over simplifying things a bit... Elemental uses some sort of high-water system. The cost of everything declines compared to your highest tech researched. As such, you can drive down one tech tree a few levels and the other techs will be cheaper to learn. I am not sure if it is more efficient to do this, but knocking out fast techs generally comes from trees that you have neglected. Anyhow, why being advanced in spell research makes domination research e

21 Replies 22,049 Views