Has anyone else noticed how games have level_1 wolves with as much as 17hitpoints where as even the level_2 bear only has 6hitpoints?? Perhaps Stardock didn't like all those previous threads about bears and bear calvary. I'd like to see even the strongest adult wolf try winning against an average adult bear. And why does the AlphaWolf only have 2hitpoints?? It's like 5 different people designed different creatures without comparing notes with each o
NTJedi
I know creating GOOD maps for any games takes a very long time... which is why I wish at least the cartographers table had more features/configurations. At least then I could bury myself inside creating maps while the game was improved/repaired.
The enemy AI sovereigns have several problems which make it vunerable: A) It will travel dangerously thru monster infested forests during middle and late game to reach goodie huts... thus dying and becoming weaker. B} It will travel dangerously thru enemy influenced borders to once again reach goodie huts... thus dying. C) All of the AI sovereigns are moving with a speed of 2 ..... for the entire game. So easy to kill a slow sovereign.
[quote quoting="post"] 1) Huts too low priority of priority = My observation has been the AI does not place enough priority on building huts which provide a larger influence over time and the cities remain stuck at 10population for too long. The AI should be choosing to build a hut as building number 5 at the latest. [/quote] I discovered a pattern which verifies the AI is building huts too slowly. All my games I found Pariden and Magnar A
While battling performance issues I've noticed during middle and late game the save, exit and reloading gradually adds more and more magic shards. Take a look at this save game file and you'll find way more magic shards than what should exist. To add more magic shards repeat the following steps multiple times... play one turn, save the game, exit to the desktop, then restart and load the save game. LINK: <a href="http://dl.dropbox.com/u/9396252/Gameplay_Bugs/Augu
Thanks for the answers... hopefully we receive the designs for using randoms variables in one of the updates.
[quote who="DMcG" reply="3" id="2743723"] it's easy to train more troops than you can afford to upkeep - at which point, your gold can go into negative. Shouldn't troops just leave if you can't afford to pay them ? [/quote] By middle and late game I'm always earning 30+ gold each turn... never negatives.
I don't think this is by design, but I've recognized female champions are not allowed to purchase specific armor from the shops such as the Barbrute Helm or the Travelers Cloak. At first I thought maybe it was a strength thing until a female with 18 strength also could not purchase these items. I entered the shop as a male then rotated to the female for buying the item, but the shopkeeper takes the money and the item doesn't show in her inventory. Also if a male purchas
Does anyone know or have some advice?
Excluding the thumb 8 rings can be seen on a hand, but I'm leaning towards a max limit of 4 rings per champion thus the rings are not touching each other. This allows for more combinations in the game and is more logical. I'm sure more monster levels are planned as well. Also perhaps some of the Empire races can have different formed hands thus having a limit of only 2 or 3 rings.
Yes this definitely occurs almost half the time when building structures... at the moment we just need to resist the exploit... especially since the AI has so much trouble already.
I just remembered when the negative gold appeared ... it was right after I purchased 2 NPCs which were traveling as a team. They only asked for 133 gold which I thought was a great deal since both ladies had very high intelligence... seems after the purchase they stole my credit card thus leaving me with the negative gold.
Somewhere during my gameplay I noticed I could no longer train any units... after looking more closely I realized my gold was in the negatives. Easy workaround would be to automatically move any negative gold to a value of zero at the start of a new turn. Ideally I hope you can identify what caused the issue and fix it. Debug Link: http://dl.dropbox.com/u/9396252/Elemental1_06-20
I have this problem as well... and always worry if I destroyed some possible hidden resource.
If I fight some sovereign who has midnight stones, potions, etc., then at least some of this Loot should be available when he dies in my borders. The same for independent ruffians(not monsters)... 1 out of 100 battles should provide a weapon or item or something.
Any differences with ranged attacks verses melee attacks? Do shields have a good percentage chance to block missile attacks? Shields should block a percentage of missile attacks so they are more considered for battle. Larger shields the higher the percentage.
Has anyone been able to get random variables to work? I would like a mod where the AI opponent randomly chooses one of several different AI sovereigns, but no luck.
After many games I've discovered weaknesses and exploits of the AI Opponents. Please share any which you have found so Brad and his team have a good idea what needs fixing for the AI Opponents. Hopefully Brad and Stardock can improve these weaknesses/exploits against the AI opponents because it provides human players an unfair advantage. THE AI EXPLOITS: I
[quote who="Drockmar" reply="8" id="2742204"]What should I do to make the computer work, so I can make the game work then? I got MyClean PC. . . Should that work? [/quote] Your issue is hardware related, thus the MyClean PC software won't help. Most likely one of the components inside your system is overheating and thus the entire system shuts down. First I'd recommend turning off your computer and using an air gun to clean any dust inside. If you've never
Ideally we should be allowed to pillage/raze any quest hut or notable location, thus if there's a problem we can still remove it while inside the game.
Also the Cartographers Table (Map Editor) is a little buggy and could use more features and a guide. People need to start asking for improvements for the map editor otherwise many map makers will look at the current design and switch to something different like modding or playing the game.
In regards to Summoning Tokens... the sand golem token is way too powerful to find as a level_0 notable location. I found one at the start of a game and instantly was killing AI sovereigns... was so easy I quit. The sand golem token should probably be moved to a level_2 or level_3 notable location. Also the AI opponents are currently too stupid to use summoning tokens.
Magic needs more spells and more diversity... so many are X spell = Y damage. The spells should have more variety of effects on the target. And summoning spells should be linked with magic shards for the summoned creature... thus someone with 10 air shards would be able to summon a more powerful air elemental as compared with someone with 1 air shard.
[quote who="Annatar11" reply="403" id="2717875"]Man, with that list of problems how dare any developer try Multiplayer over the internet. It's just destined to fail [/quote] If you're a gamer who is stuck with an ISP which is unstable/unreliable then multiplayer over internet is destined to fail for that gamer. It depends on where you are living... and considering Elemental is an international game multiplayer should have more options than "const
[quote who="kryo" reply="378" id="2717316"] 1) You don't want to have to connect to the Internet to play MP. 2) You want to use mods in MP. 3) You want IPX MP. 4) You want to be able to host an entire LAN with one copy. 5) You're angry that some or all of these won't be resolved on release, even if they are shortly later. [/quote] Half of the list looks correct... what would satisfy the vast majority of mult