Episode 5: The Enemy Has All Been Found! [video]http://youtu.be/rXd4HcoJGvE[/video]
Trojasmic
I vote yes.
[quote who="atlatea" reply="13" id="3373337"] That being said, i consider hammer, axe and spear being equal, my only disappointment is sword, its counter is easily negated by other weapon.[/quote] I'm with this guy... I think the counterattack nerf was too much. Swords are the only weapon type that I'm not using very much. They should have left counterattack = 100%.
EPISODE 4: Oh the Places You'll Go! [video]http://youtu.be/-b0JoaGjdfI[/video]
EPISODE 3: Spiders, Skaths, and Bears OH MY!!! [video]http://youtu.be/2XzzKCb5Nuw[/video]
[quote who="GFireflyE" reply="1" id="3372496"] Good Morning me again. If you don't mind, I go though my list of comments from your, as always, very interesting Let's Play. 1) For starters...you got yourself a 4/3/2 but I simply have got to ask. Where in the world of Elemental did that essence come from? Nothing nearby generates essence... 2) I see as your capital reached level 2 you had a difficult time determining which way to go
EPISODE 2: What's your favorite bug? I don't like bugs, but I do like spiders cuz they get all the icky bugs. [video]http://youtu.be/xQsxDZQs13k[/video]
I just had a game playing Expert/Expert where my starting location was a 4/3/0. So the first thing I built was a pioneer hoping to find a better spot nearby. The best spot nearby was a 2/4/0. Geez! So I built another pioneer as soon as I could and found ... wait for it ... a 2/4/1 next to Yithril. Oh no! So I immediately declared war on Yithril and took over his second city (1/5/0) and razed it. He began to send troops out at me and I stomped th
[quote who="KaletheQuick" reply="4" id="3372231"] Anyway, I assume your suggestion is to have some sort of warning for when you cast a spell that instantly destroys a city?[/quote] Dude, Curgen's Volcano has a 10 turn casting cost now.
I'm playing as Kulan the Beastlord on Expert/Expert settings. Some claim the Beastlord profession is over-powered. Let's find out! [video]http://youtu.be/ANfP1S1Gf3E[/video]
Azunai, you might have come up with two great ideas in one post... have the mage staffs cost mana for each attack and give the AI spell resistance buffs on the higher playing levels. Quick! Somebody call Derek.
Who remembers playing the original Starcraft? Ah the good ol' days...
Firefly, you must not play Magnar very much. I would argue that Flame Tongue is one of the most powerful racial abilities out there. You know how most people like to take their horse riding + charge troops to run up and deal the first big blow? The problem with that approach is they are using melee weapons against troops that are wearing lots of armor and in defensive mode. The better way is run up your horse riding + charge troops with Flame Tongue and igno
Think of yourself as the old lady... there's actually a song about this... the spider swallowed the rat, but I forget who swallowed the spider.
Hi Firefly, Just to finish where we left off... #6 I can count the number of times I've moved the tax slider (1000+ hours of gameplay) on one hand. I tried setting it to None for awhile to make research faster, but as I mentioned above there are only two techs I really care about and they're not that hard to get. I had to use a Normal setting once when I was in gildar trouble, but that's about it. I think the increase in unrest is too high
There's your answer. Henchmen cost 20 fame to build.
Are you building Henchmen?
Want a few more? :-) 11. The AI is little too passive on the higher levels about declaring war on the human player. 12. The AI is declaring war on too many people at once. I know Yithril likes war but declaring war on everybody just means that he will soon be out of units and easy for the human player to walk over. For example, have Yithril declare war early and often, but focus on nearby opponents (sometimes I see them in wars against peopl
Hi Brad, Watch Episode #1 and #4 for some of my thoughts on AI improvement https://forums.elementalgame.com/445569/page/1/3370765 . Here are a few: 1. I'm able to trick the AI into stop moving its pioneers simply by putting one of my units nearby. 2. Some AI units get stuck/frozen on a single tile for many turns. 3. Teach the AI to avoid being swarmed in a batt
Firefly, here's more... 4. For me, I think essence is about right. I like to find city spots with essence as much as the next guy, but I think it is pretty balanced (most of my cities have 1 or 2, some have 3 and some have none). My issue is that there are too many cities in every game. I think they need to increase the number of tiles required between cities to help control this. I typically will play with "sparse" resources and "sparse" magic b
[quote who="Voqar" reply="9" id="3370700"] For me the best part of the first video is when your kid in the background asks if you're talking to yourself. Color me snob but I can't watch anything beyond the first since watching videos in less than 720p is barbaric. I enjoyed the commentary on the gameplay too. [/quote] Color me newb... sorry about the 720p. I'll make sure I fix that for the next one.
Here are some options: 1. Put some really cool tech behind it so that people want that new tech so bad they tech Knowledge first. For example, the new tech could be something which allows you to build a wonder that provides +1 research per shard. Or you could just add the same really cool wonder (or something similar) to the Knowledge tech itself. 2. Reduce the cost of the Knowledge tech by half. 3. Completion of the Knowledge tech grants
Firefly, you asked a lot of good questions... I may not be able to answer them all in one sitting, but I'll start now. First, you're right I've been around a long time. I've been active on these forums since Elemental: War of Magic was just a twinkle in Brad's eye. Steam says I've played LH 1071 hours... and that doesn't count EWOM or FE. 1. I think the Ice Staff in the hands of a hero is weak not to mention the -6 initiative hi
I'll admit this ability is bit quirky, but I agree with Azunai... it won't work if you try to make Guard stay in effect until the Defender's next turn; otherwise, you'd be giving your guys +30 defence and letting them attack and keeping the +30 defence even after they attacked. Then we'd have to read a "Guard is OP'ed!!!!" post and I do not want to read another is OP'ed!!!! post.
I really would like Stardock Devs to watch Episode 4 at a minimum so they can hear me gripe about several gameplay issues that crop up during the video.