Werewindlefr

Werewindlefr

Joined Member # 2728610
28 Posts 717 Replies 14,432 Reputation

Terrain bonuses would be nice - just make the AI ignore them at lower difficulties and voila! Instant simplification for people who don't care. But think about it this way: you could remove a lot of interesting 4X or tactical features to simplify the game following the same line of reasoning. Customizing units is a hassle for some people! Having to choose where to put your outposts or improvements can be a hassle! In the end, I think 4X is a genre for people who like these details

122 Replies 265,201 Views

[quote who="Glazunov1" reply="7" id="3204301"]And once again, as in several threads that have been up here, before: https://forums.elementalgame.com/428455[/quote] Yes, I didn't pull the 08/16 date out of a hat, I've read the thread you've linked... and it's an old one. Things change. Every development cycle has its unforseen complications, its issues, its delays. Hence my questi

12 Replies 10,768 Views

Howdy Stardock! If I remember correctly, the tentative beta 4 release date was August 16th. However, I know that software development, like most projects in life, can take a little longer than expected. Therefore, I am wondering: is this still the planned release date, or is it a bit too optimistic? I must say I'm excited by the beta 4 feature list; another thing that got me excited is the AAR from Brad, and in particular the part where he got crushed by wha

12 Replies 10,768 Views

[quote who="seanw3" reply="18" id="3141534"] The problems they had with poor character constructs seemed to prevent the show from reaching the myriad of possibilities on such a voyage. There are so many aspects of the prime directive that could have clashed with their need for survival.[/quote]I think the problem is that they got teleported in Borgland, and shouldn't have survived more than a dozen miles there. Only one thing could ever kill the Borg: the write

43 Replies 99,009 Views

[quote who="Frogboy" reply="25" id="3177363"]Once Stardock gradually migrates into hard core porn, I think the ads will be a lot more popular. [/quote] Drengin/Yor porn.

36 Replies 140,819 Views

[quote who="StevenAus" reply="39" id="3156498"] And to a lesser extent, not having all three accessory slots filled and not using horses/wargs in troop designs when those resources are available.[/quote]Except for Gilden, because traits cost so much more for them than the weapons and armor. Also, horses and crystal are rare resources, so if it uses mounted troops, it should make good, escorted mounted troops.

43 Replies 51,350 Views

[quote] Players are very good at creating a very sharp tip to their spear. AIs, by contrast, are good at defense in depth. The general problem in FE, is that the current design gives a big advantage to the player with the sharpest spear and that's inevitably, the human player.[/quote] Can we still expect sharper spears from the AI? It isn't impossible for the AI to learn how to choose its units well and how to build a decent offensive army with them. I d

43 Replies 51,350 Views

Any planned ETA for this? Is there a chance we might see it today? Edit: Otherwise, monsters increasing in power with time might be a bit gamey but it sounds like a very good improvement (provided this increase isn't too shy); Just like barbarians in Civ V don't start with machine guns, and don't fight with spears in the rocket age. If the improvements to the AI hold their promise, and if the bugs that were making the AI unnoticed by monsters are fixed, the game mi

102 Replies 94,076 Views

1) I don't find monsters challenging once the early->mid game transition comes. Strong monsters should stay challenging in the late game, if the focus of the game is really about fighting the environment. As it is now, a sovereign and 3 leather clad, boarspear-armed, 5-soldiers units with traits will kill any monster save the wildland bosses with minimal to no losses. The only thing monster achieve is to make expansion very difficult until I can reliably produce the aforementio

180 Replies 699,577 Views

The problem if cheating AIs is that it's impossible to play strategically against it. It's difficult to cut the AI's supply lines, sabotage its production or manipulate it if its power comes from arbitrary reasons. It's difficult to analyze its moves and progression if they don't obey to similar rules than the ones humans are subjected to.

20 Replies 7,072 Views

There's also the fact that a path of the governor hero seldom has the skills required to win those fights that would give him XP.

58 Replies 134,318 Views

[quote who="seanw3" reply="3" id="3144708"]How many factions were you playing with on Medium? I find it does this when you have too many factions. It sounds absolutely awesome though. I like a bit of competition. [/quote] The problem, though, is that heroes and monsters are pathetically outgunned. That's not fun - they shouldn't be "goodies" waiting to be harvested, they should be threats or guardians.

33 Replies 14,162 Views

[quote]1. General feedback on if you felt the monsters were a threat (were they to strong, to weak, or about right). 2. General feedback on if you felt the AI players were a threat (were they to strong, to weak, or about right).[/quote] Neither were a threat on challenging... just irritating by being everywhere and spawning a ridiculous amount of time-consuming weaklings. High-end monsters are too weak (and too close to the starting zones, too). Monsters are weak to th

180 Replies 699,577 Views

I have the alpha and have been following the project for a while. It looks quite interesting. Maybe a tad less complex than GalCiv 2, but slightly more polished, elegant and with a better GUI (sorry Brad... :( ). I'm still waiting to see what the future will bring for this game :D.

207 Replies 628,582 Views

"still dont"? They probably never will. It feels like you *really* expected this change to be made. I mean, if it was "armor is still way too strong", "balance is completely off", "AI still only produces pikemen in boxer shorts (without armor, that is)", I could understand, but you're asking for something that most likely won't ever be implemented.

73 Replies 65,600 Views

I don't know if threat rating has an influence on AI; but the way threat rating is calculated is poor. 2 units with 10 attack and 10 armor are much weaker than a single units with 20/20. I often see "strong" armies that I kill with a medium (or weak!) army without a single loss.

1 Replies 2,026 Views

[quote who="lhetre" reply="23" id="3137541"] Quoting seanw3, reply 16We did mod spells actually. I am in the process of adding some improvement balances. Then I will fix the spell target issues. There is alot more balance in the mod than the OP implies, I just haven't updated it in a while. this answer my awkward question which wasn't meant to be taken literally [/quote]I'm not sure, though, what parts of magic needs to be beefed up; With Path of

44 Replies 29,840 Views