Yeah, I agree. The snaky cities can be ugly, and have strange gamey properties. Even if you aren't purposely manipulating them to fast-travel, they make it so you don't know how many moves it takes to go from point A to point B (not a great feature in a strategy game). If you aren't manipulating them to fast travel or block a pass, then it's a pointless feature. sums it up quite nicely, lol " placing them is quite fun until you rea
smakemupagus
its just used for stuff farther down the tech tree in later game, kind of iron is not used until middle game. AFAIK it seems there is currently no reason to beeline it.
[quote who="Blackmantle_" reply="3" id="3060208"] Imo there should just be an option/overlay to show tile yields[/quote] actually, there is supposed to be such an option (it's a tiny unmarked button in the upper right of the screen that also doubles as the place where it sometimes says "swamp" or "forest"), but clicking the button has almost no effect. I say almost because if you clear a bandit lair or ruined caravan and click the button, sometimes you can see the yield
i also got locked into one of the demo movies in the Hiergammon. It was a cool movie, but not what i was looking for, so i click CLOSE. But then every time ii open the H-gam after that it's stuck on that tab
Some games with similar spells allow an enemy counterattack between each swing.
Here it is
Idoubt you're supposed to be able to equip armor and weapons on a Ophidium, and i'm pretty sure we shouldn't be able to put them on a horse. BUT since we can do that, I'm glad that the way they attempt to ride the horse, is to be strapped to the undercarriage! edit: they can't actually be trained, just designed. OK it's just a [bug] after all not [kinda awesome] ;)
Yep, melee heroes are pretty crazy, but Sanati is right. Units with buff traits and a few levels are pretty deadly too. It is an odd thing to balance because heroes are pretty cheap but XP are among the most valuable resource. Overall it might be *leveling up* that is overpowered, for units as well as heroes. But you almost don't want to nerf it because leveling up is fun. As long as there is some way for an industrial or tech powerhouse to swarm (or
great post, I am also through 2 games and agree with everything you say. it's finally FUN! and really is in an awesome state for a beta day 1. Some of the core attributes that are positive are the relative balancing of champions vs troops, of equipment strength vs cost and tech, of the various group sizes, and questing is pretty cool if at this point a bit repetitive. Tac battles just need some decisions to actually make on the battle field. Unit
confirm same issue
Killed a Forest drake. Then, his lair was improvable (like a mine). This was very early game though, I was surprised there was no tech requirement to build the improvement. After completing it the tile looked blank, the drake lair graphic went away. Also, I didn't notice any effect on economy nor ability to build forest drake units.
[quote who="StoweMobile" reply="6" id="3059241"]where is /programdata/ located? [/quote] on my system it's in the root directory (c:/programdata/ ) but it is hidden by default stardockians: i sent you a couple crash logs, but i also get 'hangs' that don't produce logs, that is the game just stops responding for minutes and windows asks if it can kill it. over the course of about 3 hours i got 2 crashes and 4 hangs. &
it's not a display bug; the Food and Hammers Output that appears on the Display Details screen which is calculated from just-center-tile production is consistent with the real effects on growth and production. Growth effect as determined when the city stops growing. Production effect as determined by (Labor Required)/Production=(Turns to build)
Equipping throwing knives to either my queen (default leader of Tarth) or champion , does not enable any ability.
Seems to be just the center square, based on the city "Details" button. I agree with Sanati that just using the center square is not too compelling. No particular reason to place a city in one place versus another. Also, it's an odd mechanic the way that if the resource square touches your city, it goes in the city building queue, but if it's not touching it builds on it's own and doesn't take your city's build time. ... The improvements that can o
currently on "www.fallenenchantress.com" Related Searches Magic spells Black magic voodoo Spells love spells Real magic spells for kids Strategy war games Natural magic candles Fantasy stock market game White magic Marder fallen Free love spells white magic thanks goDadd
[quote] fallen enchantress vs. elemental. I guess my number one concern is I read that you will support both games, but what I hear is 'we are punting elemental' sorta like empire and napolean total war. Unfortunately, I love stardock and have bought all your products but the industries track record for what appears on the surface as abandoning software is dismal and I'm a skeptic by nature. [/quote] i would have felt much better about s
In my opinion, other than SC2 and AC:Brotherhood, not a good year for either PC or XBOX. [quote quoting="post"] AT RELEASE: E: War of Magic: n/a, incomplete Civilization V: D+ Starcraft 2: A- Fallout: New Vegas: B (xbox version) Settlers 7: B Final Fantasy: C
A friend of mine recently introduced to me an optimization method called "Curiosity driven learning". We use it to solve complex multi-parameter parameter problems that come up in materials physics. The great thing about this method is that as it iterates, it balances two competing objectives: (1) to try to find the best solution with the info on hand right now and (2) to satisfy curiosity by constructing a consistent internal model of the world. Much like evaluating a compl
re: Dwarf Fortress, I think it is actually a pretty good example of what Kael is talking about. The epic feel of the regular Dwarf mode exists now because they've done triage and neglected whatever the other mode is called -- Adventure mode? i don't mind the Ascii graphics too much, but am spoiled enough now to miss the other nice features that can come from a more modern UI.
[quote who="Diardiamond" reply="28" id="2863111"] I would prefer having [monsters attack you when you have lots of diplo points] The world is a ruined mess... and that chaos resists the re-ordering of the world. So it attempts to sink the land back into a wasteland by destroying what you've worked so hard to build. Course, thats only my opinion[/quote] But then, the player would just trade all his diplo points away for all the computer's gold. [e digic
i wouldn't call it an AI problem, at some level it's a design issue. "AI issue" would imply there's a cost/benefit function that is leading the computer players to make a suboptimal decision. but i believe, they're programmed to always give you any amount of money for the diplo point. there is no decision being made, and no cost/benefit analysis possible because the points are actually worthless (to the AI) maybe treating "all assets fungible with gold" is a holdover
[quote who="Rune_74" reply="78" id="2818241"] Maybe you are a bit slow in how things work, the engine took more time to develop and work things out, it is still evolving. This left less time to work on areas they wanted to adress...this should be self evident. I guess not.[/quote] the community is being asked for suggestions and therefore are quite justified to ask about limitations of the current engine. in particular that would be valuable info for those folks
very cool post Frogboy. glad to hear of optimism returning :)
great post. i might have to reinstall gcii. this fills out my top 3 list of things that Elemental really needs. 1) not only "fix" economy, logistics, tactics individually but make sure they integrate in a way that forms compelling strategic empire management 2) fun/balanced/interesting special things like magic, strategic resources, etc. 3) what you said. (locations on the world that have strategic relevance plus fun factor) once in pl