[quote who="Lonemessiah" reply="47" id="2831269"]So this thread only managed two pages? After all the complaints about the AI i expected more.[/quote] The problem, I think, is that currently there isn't much AI to be discussed in the first place. The same question should be asked repeatedly after Brad includes his new AI code variants into the new patches.
Runner1978
1. Everything the AI does looks like it doesn't have a plan. It is much more forgivable if the AI plays badly by having a specific 'idea' and trying to execute it as opposed to having no idea at all and just spamming the player with mini armies, pioneers and the likes. I liked the implementation in GalCiv2 - every civ there had its own agenda - some just building up huge army, some a strong espionage system, some others tried to gather many allies. Would like to see that here as well.
PLEASE is there any chance that Age of Wonders 2 Shadow magic can have at least a slightly fixed AI that would enable it to found cities? This is the single biggest detractor from playing a true civ-like sandbox game! I'd pay $10 extra just for that single feature! Edit: I would even volunteer to do the programming, if someone would provide me with the sources...
Well, this is exactly what I meant with 'jumpy'. At least in Germany the legal side of things is a little bit more differentiated. Here it says that the producer/manufacturer can improve his product three times. If you are still unhappy by then, then you get full refund. Naturally, this could be translated into 'three patches', but here I hope we'll be getting more than three patches. Hence, legally, it is my decision to give the manufacturer more than three chances to improve.
I think the main reason everyone including Brad is so jumpy now is because everyone understood on some level the awesomeness of the idea and unfortunately the current state of the game brought everyone back to reality. People don't like to hear a truth they don't want to hear. The truth Brad had to hear was that he failed. He didn't want to hear it. I wouldn't have wanted to hear it as well (neither of my failure, nor of Brads, in fact). Especially if it happens on such a level. But the other
I would actually prefer to have to-hit chance differentiated from the damage done. Almost every RPG out there does this, because it makes an awful lot of sense. Have that huge Lordly Hammer? Doing gazillions of damage? Well, try to hit a small and agile goblin with it. Chances are, the goblin will have chewed off your toe by the time you manage to hit it. Or in more technical terms, let's have agility define how many damage rolls you get, and strength define how much damage yo
funny, but in german 'Schrill' means something like bizarre. very fitting here, I believe. :) Look like an integer field overran or something. But how could that happen?
or should we perhaps move this thread to the mod forum? Anyone willing to pick the ideas here up and make a 'Bring the Elements into Elemental' mod.
I'd also make item availability dependent on shards. Have two fire shards? You can equip your units with +2 flaming swords. Have an earth shard? You can build buildings faster. Have an air shard? The hit probability of your enemies drops, and/or their field of vision drops (because of the constant wind into their eyes). Essentially, being up against an enemy who possesses two fire shards and two air shards should be a dangerous task: their units do lots of fire damage a
I also just made very specific suggestions, about the different types of armor coming with different kinds of weaknesses.
Below you will find the original post. This thread has been moved to the ideas forum. I will try to keep track of the ideas posted so far in this first post. Ideas so far: Give monsters specific strenghtes and weaknesses (fire, ice, water, ...) Give units specific strengthes and weaknesses based on the equipment they have (e.g. strong metal armor gives strong lightning weakness) Give global elemental bonuses to units if appropriate shards are owned (
Ok, turns out my end turn problem was caused by my scout getting stuck somewhere. After I moved him, I could end turn all right. Should be fixed anyway, just thought you guys might want to know.
I hope they fix this bug soon, as this not only kills a particular game I might be playing, but the whole experience as well, because I become afraid of getting too much into a game for fear of having to abandon it.
Yeah, just realized it. I'm sorry.
By the way, given we have almost the same member number, we could be considered forum siblings, or something. :)
Ok, here it goes: http://www.easy-share.com/1911982914/h4.EleSav
I don't know whether perhaps I am doing something wrong, but even after having disabled every conceivable option in video, whenever I move over a large city, the game's fps falls to one-digit figures. On a E8400 CPU with 4GB of Ram and a Ati 3870 0.5G. Divers are updated. Is it supposed to run like that on such a machine? It runs even Crysis on medium more than decently (though what a boring game that is...), so what's the matter here? It appears to be directly connecte
I consistently arrive at a point in my game where ending the turn simply doesn't work. I press the end turn button, but nothing happens. It happens exactly at turn 99 and I cannot proceed to turn 100. (Should that be the cause?) It's Elemental version 1.0 downloaded 2 hours ago through impulse. Where can I upload the save game to?