rwemack

rwemack

Joined Member # 2685625
22 Posts 88 Replies 473 Reputation

[quote who="Lord Reliant" reply="3" id="3072990"]First, we need to a way to tell how much enemies might hit our units for. [/quote] I think if you mouse over an enemy unit it displays its attack value. I don't know how accurate it is in determining damage, but I use it to get a sense of which units are the heavy hitters.

6 Replies 4,097 Views

I really like how units with multiple people do less damage after they get wounded. It makes the combat much more interesting. Often, you have to decide whether to kill off a damaged unit, or hurt a stronger one. I usually go for hitting the stronger unit. That way they are less likely to one-shot kill somebody on my side. With this great mechanic, the tactics aren't necessarily about focus-firing to eliminate one unit at a time. &nbs

6 Replies 4,097 Views

Maul should work if both of these were implemented for each subsequent attack. 1/2 chance to hit 1/2 damage (round down) It stops when you miss or when damage gets to zero

16 Replies 11,666 Views

Hi, Right after taking a town from Yithil, the game started continuously ending the turn. In an eyeflash many turns had passed, only to be interrupted by messages of caravans being killed. I would guess at least 20-30 turns had passed since all my productions queues were emptied out. Also, there is a large white tear in the graphics, as well as the left column being filled only with caravans. It seems to be reproducable, so I included the save game via drop

3 Replies 2,246 Views

The maul ability is potentially very powerful. It allows you to keep attacking until you miss. Each attack is at -3 accuracy. Either -3 is not much, or that aspect is bugged. My character, Lady Tarth will usually get at least 3 or 4 attacks, and quite often keeps attacking until the creature is dead. She was able to kill a slightly wounded Abelix (sp?), lord of the earth in 1 round. I didn't keep track until about 16 attacks into th

0 Replies 3,291 Views

From what I saw, it seemed if a destination for a unit was no longer accessible, then the end turn function would look like it was frozen. I think a change in areas of influence is usually the culprit there. Could this be the case here?

5 Replies 5,424 Views

[quote]In summary, my sovereign kicks it back in the cities partying it up with his homies and harems [/quote] I'm glad I'm not the only one that imagines things going down like this in the palace. It puts the prestige/population increase connection in a whole new light.

21 Replies 14,902 Views

I like to drain all stats but Charisma to 5. I then get the royalty job and all the spell books. I then max out on all society boosting feats. I then go back and raise either con or int with whatever points are left. In game, my sov holds court at the capital. Over the course of the game, I like to collect a gaggle of farmers and producers for my court. I eventually take one as a spouse. Occasionally, I send one of them out for an easy co

21 Replies 14,902 Views

That mod sounds cool, but... To keep things fair to Frogboy, I propose the following rules to the challenge: 1. No MODS 2. No savegame reload cheese when losing a fight. 3. Custom Sovs are OK 4. Custom Factions are OK 5. World setting is normal. I also want to clarify that this contest was created by me based on my hazy memory of something Frogboy said in a forum about AI.

20 Replies 14,559 Views

Hey Frogboy, I just took another look at the savegame. According to the savegame notes during load, the AI is on ridiculous. After looking at the game a little more closely, I wanted to mention some things that are not showing up now. Tthere were quite a few cases of the wrong image showing up for the units. For example, the picture for my sovereign would come up as a guardian. Also, I think something weird happened the first time around when I play

20 Replies 14,559 Views

Ok, here is the save game: http://dl.dropbox.com/u/11813907/Elemental/eASY%20wIN.EleSav I haven't used dropbox much, so let me know if there is a problem. While I have made the mistake of setting world AI to rid and AI to normal before, I don't think I did in this case. Hopefully the extra HP and gold rate of the AI is indicative of the AI settings. Is there an easy way to tell in game what the settings are?

20 Replies 14,559 Views

Ok, Im not intentionally rushing, in fact I had researched evenly, with 1 level in civ, mil, magic and adventure. The game ended at season 48. I encountered the enemy around turn 45, which is pretty reasonable for a small map. But, if the AI is leaving its units and cities vulnerable it is silly not to attack them. I also recall Frogboy saying that when he plays, once he sees an AI he attacks them. My point is more towards equiping the heroes so that is

20 Replies 14,559 Views

In a recent post somewhere Frogboy mentioned that one should not be able to beat a 1v1 AI on Ridiculous setting on a small world. I was excited to try this challenge. So far I am 2-0 and it was trivial. The point of this post is not to brag, but to be constructive. I was hoping people would also write in to say how they fared against this challenge, but most importantly include one thing the AI can do differently to be more effective. The criteria should

20 Replies 14,559 Views

It seems like this is going to be a weird part of the game until diplomatic capital actually has an inherent value. So, let's come up with a reasonable use for it. Let's give it enough utility so that a player would actually want to trade for it. Here are a few suggestions: 1. Population boom: Everyone wants to migrate to countries with significant cultural and political power. Factions are ranked from most capital to least. Factions get a b

30 Replies 113,390 Views

Hi BROHEIMICUS, I mean this sincerely, so take it how you will. At first I thought it was amusing, but then the full impact of toxic pettiness and vitriol hit me. I don't know how terrible one's life must be to write something like this, but it is definitely alarming and somewhat depressing. If you are feeling such anger and resentment towa

30 Replies 18,950 Views

What if parties weren't that much stronger than individuals of the same number? For example, what if a party of 4 peasants was only slightly stronger than 4 individual peasants. I think this could be achieved if they modeled the attack and defense of the party as 4 individuals instead of whatever summation they are doing. Advantages of parties: Harder to completely kill of unit. (All members must die.) Slight advantage reg

25 Replies 31,026 Views

Oh, also for shopping: it would be nice to be able to equip suits of armor. It would be the same cost and stats as individual pieces, but far less clicking and inventory management. (I guess this can be modded in as new items)

6 Replies 6,457 Views

Good list. A UI improvement would really increase the enjoyment of the game. I really agree with improving the shop interface. Ideally there is one screen that handles all shopping, trading and equipping. The other UI improvement I would like to see is a much more visible way to see the destination of units. Ideally, a big red arrow would pop up between the unit and the destination. Also, a toggle button (preferably a hot k

6 Replies 6,457 Views

This would be really good when using the autoturn feature. Too many times I move one unit and the turn ends, even though I have plenty of idle construction and training slots. This would also keep me from obsessively checking my training and build queues each turn. Which gets really time consuming and tedious. To make the feature really work, you would have to be able to add "Idle" into a specific city queue, if you want that one to be

2 Replies 903 Views

I agree that this is a problem. It's pretty frustrating to have units go to unexpected locations. Especially if you are trying to engage an enemy near an undefended city. What I would really like is to be able to hit a button, and every unit with move orders gets a nice large red arrow to where it is moving. A great touch would be to have a turncount estimate in the middle of the arrow. I spend way too much time figuring out if I have the correct move orders in place

10 Replies 46,905 Views

"Give us good, compelling reasons to spend our mana at every stage of the game, and I guarantee that you will never feel like you have "too much" just "sitting around". It may also be helpful to have a mechanism by which really big, potent spells get cast using huge amounts of mana over several turns." I think jpmcconnell put it eloquently: <p

16 Replies 5,640 Views

Yeah, I see the problem you guys are getting about with where the materials and mana are stored. And, if you lose X storage, how many materials are lost as well. I think the best decision would be to leave it as abstract. The game designers have chosen global resources, so storage remains global as well. The only time you would lose materials/mana is if your maximum storage dips below your total.

16 Replies 5,640 Views

Well, I guess that roller coaster of emotions could be a good sign. I'll take it that way. :) I guess you could enchant a lot for free, but that would assume you are not casting any other spells. It seems like an interesting trade off. You could either max out your enchant slots, but not cast many spells (since recovery would be slow or nil). -- or -- You could cast a lot of spells during combat, and maximize your

16 Replies 5,640 Views