[quote who="seanw3" reply="84" id="3106881"]People seem to think that Gilden are the "bankers" of Elemental. In fact, they are the miners and builders. A society based on order. They are also ravaged by greed. They are the True Lawful from my perspective. That level of production and architectural mastery is something only a very ordered society could achieve. And yet, the thirst for ore, not gold specifically, is almost a compulsion for the Ironeers. They have a history of aggressi
Trojasmic
[quote who="NaytchSG" reply="3" id="3105583"] Now if the monsters can just see (or smell) those soft, juicy pioneers as they stroll by... [/quote] This. Now please figure out why monsters can't "see" the AI armies as they stroll by.
It wouldn't let me paste all of it so here's the bottom half. http://pastebin.com/mSfT54tY Did not create a zip file this time.
http://pastebin.com/VXvb3pbU http://www.mediafire.com/?stzbn0716wx3tv3
Remembering that one is a Beta and the other is not... also remembering that they are slightly different spins on the 4x genre: AI: Civ V wins, but only now after how many months and patches after release? Civ V AI can finally use the sea sort of. Diplomacy: Civ V wins. By SD's own admission, the EFE diplomacy has not been touched. Tactical Battles: EFE Beta wins obviously. UI: Civ V wins. I really hope SD beg
thanks sean!
I'm a little late to the party on this one, but just wanted to say the OP is one of the best posts EVAH! Here's hoping Stardock has this one pinned on the whiteboard.
Remember? You come upon a sleeping peddler under a tree. Shaking him gently to see if he's alright, he awakens and offers you a magic seed if you promise not to hurt him. a ) Trade him one item for the magic seed The seed can be planted in one of your cities and becomes a gildar tree. The gildar tree produces +1 gildar per level of the city (it actually grows as the city gets bigger) b ) Attack him for the seed If you can kill him
Yeah here's the list. + City management... more interesting building choices and level upgrade choices. City specialization will play a bigger role. Building bonuses will be magnified by resources within their control. Buildings without a related resource nearby will almost not be worth building. + Faction differentiation... we're about to see a lot of the current buildings, traits, techs, items, spells, etc., marked unique to one or a set of factions
was going to suggest the same thing... OP beat me to it.
[quote who="Lord Xia" reply="17" id="3103072"]We DO need more damage spells. Each school should have, at least, one, single target ranged damage spell. All the buffs and deBuffs in the world are great, but it doesn't mean anything if you can't do the one thing in a fight that matters, doing damage. And I don't like the idea that all but fire mages have to rely on swordplay to kill enemies. [/quote] I remember Stardock saying they didn't wan
did that explanation make sense?
I share a lot of these same thoughts. 1. Seems to me that the AI is quickly able to spam cities and I am not. Once I clear out the initial "easy" enemies with my Sov and first hero, I get a second level of enemies that I need to create armies to defeat. Until I can defeat these second tier enemies I can't get to a spot where I can colonize another city. I've seen that AI units can sneak by these second tier enemies where if I try to get a pioneer past these guys I almost
I got a snake man'g. Oh wait, that's a different discussion. I'm ok with the way cities are. Some of my cities are perfect squares and some are snakes just like real life. I build a lot of outposts. My gripe about cities is our building choices. There's a good post about making more interesting and balanced building choices. Read it! Hopefully, SD is taking a close look at that post. I also don't like that the AI builds
You can't ALT-TAB out of the game consistently without it crashing, but other than that it runs pretty well on my Windows 7 64-bit 16GB system.
In your city growth section, you talk about grain and it's effect on population capacity, but you don't talk about what actually makes your cities grow. Generally speaking, the thing that makes your cities grow is prestige. Prestige gets divided by the number of cities you have so the more cities you have the slower they all grow. Of course, there are some buildings that help modify the growth rate.
Yeah, I just think they need to add a lot more unit abilities. That's where it's at. That would also go along way to creating faction differentiation. Each faction should have their own unit abilities and every tech should open up one new ability. There are infinite possibilities here, but they're probably better suited for another thread.
bug
it's a pain trying to hover over each individual opponent army trying to find the one with the next initiative. i would like to be able to just use the initiative list on the left to target where to move, where to cast, where to attack.
I'm running 64-bit Windows 7 with 16GB of memory. ALT-TAB works 100% of the time when ALT-TAB'ing in and out of SWTOR or CIV V or every other game I have except EWOM. EWOM was just as bad. Please fix this!
Make it stop! :-)
[quote who="Gammit10" reply="34" id="3097684"]City management and then faction differentiation[/quote] This.
it's back on the top bar now... they moved it again
Yeah it's not the units that get automatically upgraded it's the design of those units that automatically gets upgraded.
Kind of like the change you made to Quest HUDs... once you've been there and nothing else to do, change the color to gray. Once you've built the resource improvement there and nothing else to do, change the color to gray.