I don't care what the game is like as long as it explains why the bridge turns purple. THE SUSPENSE IS KILLING ME.
gumbostu
[quote who="Frogboy" reply="16" id="3382777"]I wonder what people would think of a Stardock developed Star Control game.[/quote] Interesting comment given some of the artwork posted here: https://forums.elementalgame.com/445174
I'd agree that the AI does seem to be put in a pretty bad spot against monsters. I don't think their settlement/outpost strategy does them any favors either. I've definitely come across rampaging dragons because the AI has placed a city or an outpost that causes its lair to be disturbed. I'm sure that gives them all sorts of problems.
In my most recent game, I got a research goodie hut on the first turn before I had anything lined up in the queue. The +10 research I would have gained went to nothing. This is relatively minor issue, as it only really should be a problem on the first turn, but is pretty annoying nonetheless.
I'd like it if the AI is more cognizant of monster lairs that it's going to disturb when it creates outposts/settlements. Especially when the monster stacks are threat levels that the AI (or any player for that matter), is incapable of handling at the moment.
[quote who="Stupidity10" reply="76" id="3340197"]We really seem to be moving away from the base element traits. They are expensive and interesting traits with a lot of work behind them that really help define characters, it just weird they keep getting forgotten and misused. Fire mages should summon fire elementals, fire shrills and ignys, earth mages should summon earth shrills, earth elementals and crag spawn. Spending those 2 trait points to unlock schools should affect Su
I've noticed that when you get a sovereign to surrender, any enchantments that they currently have on them don't show up in the list of enchantments on your units. This means you have no way to remove them. This is especially problematic if they have an enchantment that you can only have on one hero (tireless march), because it still counts as being cast on one of your units, but you have no way to remove it if you want to cast it on somebody else. </
[quote who="Ronin313" reply="38" id="3339620"]Suggestion is that if you don't pick a hero, each season or year, two new random heroes appear based on current fame[/quote] I agree. Take a page out of MoM, if you have an empty hero slot (i.e. you have reached a fame threshold). heroes will appear at random periodically until you've filled the slot. You could even take this further, and have summon hero spells available (maybe a summoner trait?) or as a faction/sove
This might not be a popular idea, but I think flame dart is a problematic spell. It's quite underpowered in the early game (too expensive, not great damage) and quite overpowered in the late game (massive amounts of damage, very cheap with mantle of oceans and other cost reduction buffs). Edit: Wizard1200 explains this much better then I do.
What also is frustrating is making peace with the AI is very difficult. They usually have a negative rating to a peace treaty on the order of several thousand, it only seems to lower when the war is going catastrophically bad for them, and even then, it rarely seems to go positive. Sometimes they will offer peace, but that seems unpredictable. I've seen situations where just a turn or two before, the enemy faction views a peace treaty as like -3454 or some crazy hi
Over time, the recently conquered unrest penalty gradually decreases.
[quote who="CMarvel" reply="14" id="3334695"]The problem is the player should never be punished for AI irresponsibility in settling or activating monsters. [/quote] I think this is where a lot of the AI and Monster Behavior complaints come from. From most of the games I've played, it seems the AI plops down outposts and settlements with little regard for the lairs that it might disturb and whether they can handle the threats that will then be roaming aroun
Wolves have a special trait that allows them to do bonus swarm damage. With their high movement and initiative, it can be pretty brutal, especially early game. While they are vulnerable because of their non-existent defense, if they get to go first because of their initiative, they can do some damage. I would say in general swarm has made the early game a lot harder. Mobs of wolves, darklings, even mites, are going to benefit from swarm more then the player since they have the h
I agree that the leveling pace seems a bit slow. It would also be nice to not have to spread out my heroes so much solely for xp reasons. I find it frustrating that the game is discouraging me from banding together my heroes to go fight the monsters of the world.
I was going to contribute to the kickstarter, but I found out that Jon is personally responsible for the HIV virus, and on top of that, he individually contributes 95% of all human made greenhouse gases. Seriously Jon what gives? /sarcasm In all seriousness, this game looks great. I'm a poor law student, so I don't have money to contribute, but I'll certainly be keeping an eye on it. Keep up the great work!
Sort of Number 2. I'm ok with it as is (so number 1), but I don't view it as ideal. If I had my druthers,the only change I'd make would be to limit insta-roads to each player's ZOC. If players want to connect a city whose ZOC isn't contiguous to the rest of the faction, the player can build outposts to do so. You could alternatively connect it via the road building faction trait or governor perk, making them more useful. Also, the only way another faction sho
[quote who="sweatyboatman" reply="8" id="3280685"]Still, the OPs point about insta-roads being weird is perfectly valid. Insta-roads across wild-lands and through other civs ZoC is even weirder.[/quote] I agree 100%, while somewhat justifiable if insta-roads only worked in your ZOC, having it operate outside of your ZOC is weird. It makes the world of elemental feel small. And is quite annoying when your towns get connected to these crazy trans-continent road networks connecting
[quote who="EddyGamerLP" reply="7" id="3276879"]That doesn't make any sense as far as the price goes. In my current playthrough there are two level 7 heroes I can recruit. One is in an army with 2 mirror elementals (pretty weak units) and cost almost 500 gildars to recruit. The other one comes with a very powerful lvl 4 Slag (the slag is a lot more powerful than the lvl 7 heroes it is with) and I need almost 1700 gildars to recruit that champion. &nb
If they are going to be paid per turn, it'd be nice to have the option to turn off recruitment. You can't destroy the improvement, and it's a minor annoyance when you are in the late game to have these things constantly spawn that are pretty much useless.
[quote who="Emperorjarin" reply="1" id="3213840"]Another option: your prestige is the max number of cities you can found. That way, city spam can be addressed without severely nerfing outposts.[/quote] I like this idea. You could even be a little less draconian, and make it so that if number of cities > prestige, then none of your cities grow at all (rather then the minimum of 1). Also, I think making level 5 cities better also would help alleviate this pr
[quote who="Magog_AoW" reply="1" id="3209679"]I kind of like this "tension". Should I build a unit or make my city grow, or do I need more food before I accelerate growth? Very interesting to have these choices in my opinion.[/quote] Absolutely agree with this. I think there should absolutely be tension between the choice of expanding or remaining small with well built up cities. I don't think the current setup is enough though. I don't think the advantages of having well buil
[quote who="TorinReborn" reply="83" id="3211057"]Then they can use a system similar to Sins where your new settlement is a noticeable drain on your economy until you can build it up a bit. Global prestige drop is one thing but some other hit needs to be implemented. [/quote] I agree 100%, a settlement that is small shouldn't really benefit you and should be a drain on your resources. Right now, there is no disadvantage to founding cities on every spot of land that you can fin
It's good to see this conversation is being revived since (at least according to the latest game I've played of Beta 4) pioneer spam is still problematic. In the game I just played I had to effectively outpost and found cities over my area that I wouldn't have normally done to block off other computer players that were sending in pioneers and refusing to talk to me when I went to demand that they remove them. As the OP originally stated, it does reduce the immersion
One thing I do is if I'm reading long pdf's, I'll turn the background page color black, and the text white. There is a lot less glare that way. I'm no doctor, but it 'feels' better on my eyes, especially after a long pdf read session.
There is nothing wrong with randomness. If it's orchestrated well it helps replayability since every game is unique depending on what spells you might find. MOM had random spells-what spells you were available to research was determined by how many books in the different magical area you selected. You got to guarantee a few that would always be available, and the rest were determined randomly.