[quote]I agree a mod could handle these changes if the APIs were available. I know frogboy said they were planning on releasing them but it would still be awhile.[/quote] Mods are here to adjust the game for people's test, not correct blatant flaws. Yes, I want moddability, but I'd like the game's shortcomings to be fixed first. It's actually a good thing they delayed the API to focus on fixing the game. And it still needs a large amount of fixing before it becomes what *I* call a finished ga
Werewindlefr
I hope the person at Stardock that works on balance will not take offense about what we're saying. But it seems a lot of people agree on this forums that the equipment value balance is really off. It doesn't integrate with the rest of the game, it doesn't correspond to the game's mechanics in general. And since the AI plays the game as it is intended, exploring all tech options, a player prioritizing armor tech will win every time, without real challenge. </
[quote who="Ratatosk7" reply="24" id="2848242"]Obvious troll is obvious.[/quote]If you're talking about Cerevox' post, I don't see a troll. At all. Every single point she makes (except resources, where she is half-right, because the other half is the suckiness of the current "techs that spawn resources" thing) is right. [quote] Practically every patch (before and during 1.1 beta) has changed this for the forum's mood of the week. [/quote] No, no and no, th
[quote]There isn't an inherent problem with AIs that don't build super strong armies. [/quote] If that means they're not as challenging, yes, there is. Again, personality is only fun when it doesn't get in the way of competitiveness. Smart AI first, flavorful AI then.
[quote]On the same note; it would be nice if the AI started its buildup a couple turns before declaring war (yes, I've seen it a couple times), so that the turn or two after it tells you that its time to fight, you are fighting. (not 10 turns)[/quote]It needs to assess the number of turns it will need to create a decent army, and only declare war when some good units are there and others are on the way.
[quote who="Cerevox" reply="13" id="2848227"]The AI way way way underestimates armor. It might have 100 to 1 the number of troops, but it dosen't mean squat if they all have clubs and my one guy has platemail armor. I just keep one armor level ahead of the AI's weapons and they can't ever hurt me. That and the AI dosen't use things like helmets and such, it just throws out the default soldier designs, which are far from the best.[/quote]I'm going to sound like a broken reccord, but this is mo
[quote who="id_est" reply="6" id="2848047"]Elemental biggest problem - lack of AI. There is no challange, and there is no visible changes in AI since release. This is a good game, but its incredibly boring.[/quote]It's because of the fans. Wait, wat ?
[quote] arguing against suggestions to play simcity for 100 turns.[/quote] That's the best way to put it ever. That's exactly what I'm against. Burning enemy outposts while they're still young and poorly defended is a perfectly valid strategy. Early attack needs to be there as a means to slow down your opponent; the solution to early game steamrollers is to have the AI do... smarter (can't even call it smart) stuff and defend its cities. There are already bonuses for city defe
[quote]Remember the FUN AI vs competitive AIlecture from the CIV devs?[/quote] One of their most clever lines. Stardock, please don't forget to consider this: the AI needs to play to win, and nothing else. "AI personality" should never replace that; it should at most influence the direction the AI will take to win. I mean, it's nice and all to have the world feel like it's living and that you're confronting other leaders with personalities and stuff, but it's first and foremos
While I like the idea, I don't exactly like the prefix-suffix name format. It's overdone since Diablo. Unfortunately, I don't have an idea to replace that model (I haven't exactly searched anyway).
[quote who="Ratatosk7" reply="5" id="2845798"] Singleplayer solution: just don't rush AI [/quote]That's not a solution. If the game is flawed, it's not up to the player to compensate.
Nice work. I think the 1-patch per day system is nice, although you overdid it by giving us patches during the weekend. Get some rest.
[quote who="rossanderson48" reply="1" id="2845578"]It's real simple to thwart this, just don't GRUNT RUSH stupid. Very simple to make one easy house rule. Don't attack anybody for 100 turns or an amount of turns deemed fair to the ai to give it an opportunity to grow.[/quote] Or let's have the game make sense (I know, you hate balance, yet that is a necessary part of the solution to this problem) and the AI do smart stuff, instead, because your solution is extremely artificial.
[quote who="Archonsod" reply="8" id="2845534"] Quoting davidjc_af, reply 7 Making positioning much more important. The +% bonus various squares grant to their occupiers don't already do this?[/quote]They're given to everyone on the tactical map. There's no bonus specific to a tile of the tac-map.
[quote]as the guy who balanced the numbers for the current system I feel I need to point out a huge part of the equation you are neglecting: what tier of techs these items are unlocked at. [/quote] Elemental doesn't have a real tiered tech system. It's a mix of horizontal and vertical progression, but you can prioritize the higher tiers so early that it doesn't make sense to talk about the tiers being part of the balance. It makes sense in Civilization, because to get to mecahni
Emmental: War of Cheese.
[quote who="Cerevox" reply="42" id="2845274"] If you and your opponent have 10 combat rating to spend, and you put it into 10 guys, and he puts it into one, he will win every single time. Its the reason behind focus fire as well. The horde starts losing units and its power starts dropping, but damage confers no loss of ability or power on the single unit.[/quote]Which is why late-game stuff is currently way too cost-efficient. But you're wrong about one thing: 1 dude will actually lose e
[quote]I can think of a few reasons. Right now armor is very overpowered. However in a world where a single guy with decent armor can't wipe the floor with a thousand guys with spears you may want to build more than one unit. Once you start building more than one of those units you realize that the material and iron cost is starting to stack up[/quote] But see, my issue is that there is not reason to use a partial heavy plate instead of a light plate. I think this whole feature adds
[quote who="Lord Xia" reply="30" id="2845148"]Sometimes I research something only to have it spawn outside my range and then my enemy gets it, I really enjoy spending my energy researching that shit. Or in the diplomacy track with the monster ones, same deal. Also, when I upgrade to Villas, my houses disappear completely and I have to build villas all over again, know how long that takes? I don't becauseI haven't gotten them rebuilt yet. Al
[quote who="Malsqueek" reply="13" id="2845088"] Quoting Arendis, reply 12This is just a great example of how balancing can work out. Would really be happy to see those Stats (or similar ones) in the game evne before 1.1 goes live! I'm putting together a mod right now. Keep an eye out; I'd love the testers.[/quote]If that mod is complete and removes the armor creation kit for a simpler, more consistent armor system, I'm in.
[quote who="Malsqueek" reply="9" id="2844864"] I'm not sure what you mean by a difference between armor value and defense value. [/quote]Typo. I meant dodge for the second line.
[quote who="Malsqueek" reply="5" id="2844829"] Quoting Werewindlefr, reply 4Armor Proposal by Tech Group Big, BIG issue: there are 4 armor slots, and each require to increment at least by 1 point over the previous technology. Half-point armors are just a no-no. So your values aren't possible with the current system. That's why I would like to see units issued "Leather Armor" with all the bits. We can worry about champion gear at another time. It can s
[quote]Ideal Obsolescence By Category[/quote] None. With its research tree structure, Elemental shouldn't have obsolescence above "equipment"-level techs. It can't afford it, because you can rush late game techs while still in the early game (and no, you won't die from neglecting the rest. It's really not a big deal to be behind in adventure or civics when you can field 2 full heavy/light master guys. Another pro
[quote who="Fistalis" reply="5" id="2844758"] Bad side is in order to prevent it you have to spam your own towns.. lol.[/quote]Just don't make alliances/NAPs.
I think it's a bug (and a quite-gamebreaking one at that. Sovereign one-shot killer material.)