Agreed with ben_sphynx...the monsters should capture the city, and turn it into a 'monster' lair, ala The Hobbit when Smog takes over the Dwarf cities...it can even be an epic quest to recapture lost cities, and the people who recapture the cities might gain spoils depending on the value of the city that was taken.
TarlSS
I have the same issue.
Change it so master scouts only applies to scouting units/champions. Then give Tarth some other random ability. Maybe a bonus to fighting in terrain, or make singleton groups (one unit) invisible in forests?
Various points -Magnar's Raze city ability doesn't seem to work. If I take over an enemy city and raze it, half the pop does NOT get transferred to my capital. -It should be possible to 'Single City' a game. There needs to be costs/benefits to spamming cities. I'd say dropping a city should require X Gildar and have a maintenance cost based on the distance to your capital and number of cities you have. -It would be nice to change the color of your s
Do it like other games. Cities should have administration costs. You should need to keep them happy. If they aren't happy, (say high unrest), they rebel. A rebelling city could turn into a monster lair that fires off rebel troops of the appropriate type.
Hi, I know balance is obviously not in the cards yet, but I've encountered some spells that are insane. Number one? Dirge of Cersei. With 2 death shards I've managed to run around the world, destroy enemy empires, and kill all monsters. The spell does a ridiculous amount of damage. I'm seeing numbers like 68 or 100 at a time. You should know however that I did stack spell damage bonuses. I'm using the staff she starts with, and I selected several of the
Maybe like an SVN server with an anonymous login or something?..
I'm playing with mods. The AI is kind of dumb, so instead of adjusting what the AI does (Cause I can't do that) I'm going to try to make the AI's way of playing more effective -Increased Metal gained from mines from 1 to 3, and 3 to 9 for ventri -Increased the attack of Summoned Units by 10, and their defense by 4. The AI LURVES summoned creatures. Plus they're kind of expensive and difficult to research. They should be totally awesome. -Increased Effectiveness
Yeah, I saw this. The bad file is CoreAccessories.xml All relevant boots, travelers cloaks, etc need to list that they are supported by all model types. Here's the ix for the Traveler's cloak Traveler's Cloak A traveler's cloak protects its
Hi, Can we get a guide on how to make the AI include objects into their calculations? -If I make a building called "Mana Battery" that increases mana, and I want the AI to build lots of them IF they have lots of spellcasters, how do I do it? -If I make an item/pack that say, grants +1 Research Tech Generation to a unit, how do I make the AI "treat" this unit like a Loreshop? -How can I make the AI not do something dumb, like send out the above peasants into bat
If you look in the mod section, you will realize that the game's engine is surprisingly powerful and able to accomodate ALOT of stuff. It's a huge contrast to how..barren..I'm afraid to say, that the basic game is. EWOM suffers from a dearth of creativity. Install the Adventure Mod and the Expanded Faction Mod, and you can see what the game REALLY should be. Expanded Factions: https://www.wi
Don't listen to this guy... [quote who="puntarenas" reply="54" id="2848871"]Please do not put too much effort into teaching the A.I. making better use of the current game mechanics. Elemental - as for now - is way too exploitable and while 1.1 was a good step into the right direction, there is a lot of work to do. Examples: https://forums.elementalgame.com/402485 https://forums.elementalgame.com/402416 As it is now I fear there is no way to balance thi
I don't think Heroes need a rebalancing, at least not drastic. Let's not forget the days of yore, when heroes were wimpy and not worth anything at all. Actually, I think a lot of us are pretty happy that heroes are as bad-ass as they are. This is pretty much what we wanted. The problem now is that there is a 'sweet spot' where it is easier to get gold than any other resource, which makes heroes THE premier unit, because all cities produce more and more gold overtime, whereas r
Part of the reason rushing doesn't cost economy, is because you can't use the unit queue for anything BUT building offensive units. If combat units costed more, or you could build economic units instead, THEN there would be a trade off between rushing and economics. I see two solutions The Easy and Predictable Way -Combat units cost more population. Like way more. Every 'model' costs 5 citizens. The more expensive the units, the more citizens it costs to make.
Hi, Specifically for Frogboy and other Stardock Staff Members, Would it be easier for your jobs if we just made mods that fixed certain problems, and then sent/posted them over? There are certain issues that are dumb and easy to fix -Adventure/Domination text not informative: Modify the descriptions in Techs_Amarian.xml/Techs_Trog.xml in SP_Only -Set Egalitarianism to be 0 point cost -Remove Organized from default Sovs, and give them somet
The AI needs to build more tech libraries and use more spells. It needs to 'zero out' it's resource piles through trading or building. I was fighting Resoln the other day, and I noticed that the faction had stockpiled like 2000 Gildar. They had 50+ Power level above me. Eventually, they decided to declare war. I crushed Resoln utterly. The only small stumbling block I had was that they HAD purchased a demon. Individually it would have caused trouble, but I bombed it with Arcane Arrows
The basic things that cause RPG addiction are : Loot, Monsters and Skills. Ideas for future moddables -Item and Monster Generators, and Thing of the week or month Pretty simple. People make monsters and items. Every week or month, voters or a Stardock employee incorporates one new Item or Monster a month. This can even be a spell, hut or quest. What's the point of having mod tools if you can't extend the game for everyone? Ideas for future -Ques
No offense to Brad but...I agree completely. They really need to hire a full-time writer to actually make quests and goodie huts and that sort of things. One of the main problems with this game is that it's so unimaginative. The storyline is bland, the flavor text in generic, the quests and monsters are boring. I don't know what they're doing, but they really just need to hire a guy to make 'fun stuff' like quests and the like. The mod tools are all there, it's just the fact t
I'm really looking forward to casting single target spells on units without breaking stacks. That's the ONE big feature/fix I always keep my eye out for.
I would have to agree here. Using magic in this game is a choice. And it's the weaker choice, considering you can load up on mundane troops and army and be super-duper effective. Arguably, that's the most effective way to do things, even regular troops are pretty slow. Now, I know you guys are going to 'super overhaul' the system. But honestly the game would really benefit from a higher initial global mana throughput, a starting initial elemental spell book, and a number of bo
Thanks for the responses guys! Some more suggestions for AI Improvement -AIs should always try to have a 'best friend' that they cooperate with to take down other things they view as threats, be it a larger faction or helping them absorb smaller factions. -Any AI that can't make friends should go on a murderous, conquering rampage, unless it is the most powerful faction. Frankly, it's inevitable that this faction will get eaten when it's convienant for any other
As an addendum, I don't think outposts should get physical city walls, but I do think that capitals at least should automatically get them. Intelligence is really a strange stat. Yeah- Arcane Arrow /Arcane Burst is great with it, but it doesn't really affect any other spells! EVERY SPELL should be scaled via intelligence, somehow. Dexterity though, is plain useless. I don't really see the point of it. When would you want to spend point in Dexterity when you could just get armo
Well, this is pretty obvious. You can bowl over AI opponents with no consequence. No matter how many little neighbors your kill off, the AI will never band against you or launch a pre-emptive strike. One would expect the Empire/Kingdom factions to band together in an Alliance. For that matter, I've never actually seen the Ai -attack- me. All I have to do is take out one or two other opponents, and then I'm home free to say, research Master Quest or Master Spell. I thought the
It's not really the weapons. It's the fact that you can grab like 8 combat units really fast, and utterly crush anyone who doesn't have a similar setup.
Early attacks on the AI are really strong. This is not unusual for a strategy game by any means, as anyone who 6 pools can attest. However, the following stratagems are too effective and have too little risk. 1) Create a combat-monster sovereign (15 str, pre-equipped, warlord or assassin). Walk over to the nearest enemy. Kill him. Repeat. 2) Create a charisma-monster sovereign. 15 Cha, Royalty or Bard. Pick Green Thumb. -Build a Hut immediately. In the meantime