player1_fanatic

player1_fanatic

Joined Member # 2487161
28 Posts 228 Replies 492 Reputation

This is still issue in my game, started with 1.06 patch (now playing with 1.07). P.S. Have checked Techs_Amarian.xml (in 1.07), and Movement tech it still uses A_Agility as GameModifier, making it not do anything. As for Advanced Tracking, it uses now A_UnitStat_Moves, with value of 10, which essentially gives +10% bonus to movement.

5 Replies 3,889 Views

Those obvious choices are only "obvious" due to poor balancing. Having AI that knows how to exploit them would not make a good game, IMHO.

82 Replies 155,905 Views

[quote who="Rabenhoff" reply="1" id="2766797"]but so is also the quest with the dragon egg. At least if you reload between getting the egg and delivering it to the dragon. I had to do it multiple times until I got the dragon completing the quest due to persistent OOM crashes when I tried to save somewhere on my way back or after handing in the quest.[/quote] This reminds me of barricade from campaign, which also didn't worked (was unpassable) after saving and loading. At least accordi

4 Replies 4,229 Views

Personally, I think that Elemental is kind of game for which is much more difficult to make good AI then civ. You have both tactical and strategic battles, unit customizing system that is much less forgiving to bad designs (compared to promoting some unit in Civ), plus Civ4 is made so that it's game concepts are AI friendly. And questing and creature economy are also concepts difficult to train AI for. Not to mention it's difficult to train AI to place buildings properly, without havi

82 Replies 155,905 Views

Personally, I like it when my old saves work. When I was playing Civ4, or any Civ for that matter, I usually kept old saves, and often checked them or showed them to friends who played Civ. Still, I think it would be ok, but only, and once more only, if it was new "big" patch that changed gameplay drastically. You know, something like 1.1, 1.2, or 1.3, in no way if it was some bug-fix thing like 1.0X/1.1X or similar.

17 Replies 13,218 Views

Is it just me, or it seems there is disappointingly small number of quests in the game, especially at higher levels? If my memory is correct there is just two level 3 quest, as well as two level 4 quests. On the other hand, number of quest locations that spawn, when appropriate tech is research, is much higher. But all those extra locations disappear after "quest quota" is filled.

4 Replies 4,229 Views

After casting any permanent spell (without duration), like summon, some buffs or city effects, they take enchantment slot for caster: you get an icon of the spell in separate "enchantment tab" of the characer. Same screen is used for dispelling those spells. What is maximum number of enchantment slots per character? I have no idea. But it is in no way related to current mana pool.

8 Replies 8,333 Views

[quote who="Punjoke" reply="8" id="2765753"]Confusion is even worse than you described. Basically what it seems to be doing it multiplying their attack power by a negative number. If you cast it a second time, it'll again multiply it by a negative number... which will result in a huge boost to attack power. I noticed this because whenever I auto-resolve battles with multiple mages, they seem to spam the heck out of it non-stop. I started losing six or seven powerful units to single guys. In t

11 Replies 20,903 Views

[quote quoting="post"]EDIT: A side note, I can spam enchantments on all the cities to make them usefull, there should be an enchantment limit or at least an upkeep cost [/quote] As far as I'm aware every enchantment takes "enchantment slot for the caster, so it shouldn't be possible to spam them indefinetly. Plus, due to low mana regeneration, it takes a lot of time to enchant all cities, if even possible. . Now, there is one disadvantage of level 1

25 Replies 16,131 Views

Was never my idea to be dry. Not to mention "brutal and damming". [e digicons]:grin:[/e] But it takes a lot of time to write something, so I tried to make a list as quickly as possible, only listing what matters.

11 Replies 20,903 Views

You can also disband caravan, to regain caravan slot. Good thing to do, if you just want to buil road between two cities, where trade route is not profitable to keep caravan around (both cities without food). And caravans are dirt cheap.

20 Replies 8,644 Views

There is additional issue with confusion too. It affects very badly units with lots of strength. Since it uses "total" attack rating of unit for calculations, but applies bonus to base attack, it can happen 1/2 of "total" be higher then base attack rating of units (especially true for various monsters that roam around), which could lead to negative attack rating after using confusion spell. For example, a troll with base attack of 10 and strength of 30, has total attac

6 Replies 5,111 Views

Here is list of spells that don't work at all, and possible reasons why: 1) Ruin Doesn't decrease enemy health, not heals the caster. Also, both heal and drain visuals are shown on the target. Reason: Probably StealUnitStat attribute is bugged. 2) Crush Spirit Doesn't decrease enemy morale at all. Reason: AdjustUnitStat attribute just doesn't work with CurMorale as string parameter Solution: see Fear spell. It uses IncreaseMorale

11 Replies 20,903 Views

Another thing about traveler boots: They don't fit properly on human female sovereign/hero model. They are oversized! Looks kinda ridiculous, if female is wearing pants as accessory. So, to sum up: Traveler boots look properly if used by: -Human male model (used by all kingdom factions, kraxis and wraiths) Traveler boots look undersized if used by: -other fallen male models (undesized with clipping) Traveler boots

15 Replies 10,574 Views

If new cities cosumed 1 food, city spam would be much smaller. Currently, you can get +1materials/gold/tech/arcane for just cost of single pioneer. Even if city had no access to any resource, you are at gain.

37 Replies 70,295 Views

Here is a save , which can demonstrate current problem with combat system. There is one group unit of Observers (3 guys with 3atk), with just one alive that hasn't moved. Attack bandit on adjacent tile. See how it can do damage above 3?

53 Replies 184,278 Views

I think the main problem here is that Sovereign in offense means win or lose war for defenders. All other mechanics aside (balancing range, hp, whatever), this issue stays, however you rebalance the system. And things is, one battle should not decide the war. The only proper solution: sovereign should not die, simple as that. Maybe add additional penalty. Like him being unavailable as a unit for 5 turns or something.

24 Replies 70,966 Views

I guess to be correct either ATK needs to be full value (static, doesn't change with death, what is currently shown by UI) and UnitSize max group count. Or otherwise UnitSize needs to be current unit state, and ATK needs to decrease for every casualty. Any other combination needs to weird results. Like Atk20 4 man party with only one member left doing 8 points of damage.

53 Replies 184,278 Views

I was working on some band aid on Confusion spell here: https://forums.elementalgame.com/393751 After I realized what went wrong (attack penalty applied "per solider"). Still, it's band aid, since it will work properly for parties, but only if they don't lose a solider. P.S. Heavenfall, how do you test changes you made. I find it pretty tedious that almost any modification I try to tes

67 Replies 39,879 Views

You know what bothers me with spell system. There are too little of them of higher level. pretty much 85% of them are crammed into first 5 levels. For example, there is just 1 (and with letters: one) 6th level spell in whole game! Also many spells are duplicate versions of different school. Blizzard, Infernal. Chain Lightning, what's the difference: NONE! Then, there are several strategic spells that do the same thing: destroy resource tile by water, sand or ai

265 Replies 681,748 Views