jonmdewey

jonmdewey

Joined Member # 2745453
12 Posts 71 Replies 8,070 Reputation

I too enjoyed some of the events from the galiv series. Particularly the found ancient ranger ship (if it was early enough in the game to matter) or if it was a minor race giving them some staying relevance power, minor race stealing techs, the race alignment switches. The more frequent less game changing choices were also cool when they made me feel I had just gotten something useful. Often they didn't have much effect and lacked personality Unfortunatel

12 Replies 46,389 Views

+1 age of wonders did this, they had snow, and swamp lands extending outward in your zoc, it was really cool looking and useful to tell what faction was where even at a glance. Personally I think they should all be spreading some type of life, which gibes with the general lore and is intuitively a good thing ( as opposed to say, spreading perpetual winter ), but that doesn't mean the life all needs to look the same or even necessarily earthly life. I imag

6 Replies 8,668 Views

There really should be a diplo feature to auto-automatically boot all AI players from your lands. Maybe it would have negative consequences, but since the comp does it all the time it probably shouldn't. Trapping units via invader boot messages seems like a design bug. A pretty useful one esp with archane monilith giving you the ability to do it almost anywhere for a price. Not quite sure how to fix it though. Maybe there should be a travel to city I own opt

6 Replies 6,467 Views

I agree it is very powerful. It is also pretty fun to play with. Don't know what the right option is for balance, but if they are re-doing outposts then that would be the time to balance it, it obviously doesn't need protection to be a very useful spell.

21 Replies 6,804 Views

I think the knights shouldn't attack towns. Everything else sure, they can avoid the knights, but towns no. They are too powerful for an early game roaming monster that destroys towns. bc they are roaming you don't necessarily know you are building a city in their territory. Not unless they warn you before you try to build the town. Come to think of it, if it does warn you, it might be cool if you had the option of paying them tribute when you build the town t

49 Replies 113,119 Views

Yes there are aspects to this game that are not noob friendly, especially around learning which battles you'll win w/o casualties and which you can't. I'm sure there are ppl here who are much better than me. I'm also somewhat new to the game, but I've played this type of game before and have beat it on hard. The key to these types of games is usually being aggressive in expansion (cities) and in leveling up you hero (sovereign).

31 Replies 118,848 Views

I'd recommend going for a melee sovereign. Queen Procipinee isn't a bad choice, for starting out with the pre-made options. I like to expand quickly with new cities, but that is mostly carry over from other 4x games. As far as the hero is concerned, as others mentioned at the very beginning you are wandering around picking up free loot and fighting very weak monsters. Many weak monsters can stomp

18 Replies 6,691 Views

nice to know about the fix to heroes treating lairs as goody huts, that should make a noticeable different in AI power progression. ranged unit stand-offs. Hrm looking around I see a few other reports of that which I guess is supposed to happen if they have a sufficient number of ra

6 Replies 7,785 Views

wow thanks all for the great answers. The initiative explanation makes sense of why slow seems so powerful (specially when chaosSlow and iceElementalSlow stack on top of it- though those all stacking may be a bug) The spell power thing is a little disappointing :/ it looks like the only way earth, air, and life mages can really improve their spells is with shards, and the one manaCost reduction trai

18 Replies 70,638 Views

1st 3 sections cleaned up and broken out: Trying to play from the cloth map (v914) https://forums.elementalgame.com/425406/page/1/#3158890 Game concepts I haven’t figured out (v914) https://forums.elementalgame.com/425407 AI Battle Bugs and improvements (v914) <a href="https://fo

12 Replies 63,523 Views

These are some of the AI bugs I've noticed in the maybe 6 games I've played now. The AI in tactical combat for 4x games it typically pretty bad. Most of these bugs are by no means unique to FE, and I've seen them in a lot of games I've played. Purely tactical games tend to do better, if you have played Battle for Wesnoth it 'feels' like the AI tries to take a number of these into account- particularly killing units whenever possible point.

6 Replies 7,785 Views

@ joasoze I don't think a bug where the monsters use my fow can explain their behavior. I can sit there with the monster + (city/watchtower) plainly in view with the monster completely dormant. I'm not claiming they never take out AI owned units,

18 Replies 70,638 Views

* I agree cloth map mountains are ambiguous about where exactly they start * technically hills are there on the cloth map (rounded humps == hills). yeah, definitely more defined and easier to see in the 3D version though * for finding units I've decided that going into "options->video->unit scale" and selecting large works best (also makes caravans visible on cloth, they are too small for proportional) * roads slowly growing is something I haven&#39

4 Replies 15,100 Views

* I have very little idea what trading for tech points really does. Looked in help couldn't find any hint in there either. Sometimes it appears to do absolutely nothing. Sometimes it appears to get applied to some research goals, but I no idea how it decides which particular techs to apply it to other than mil, magic, civ ect. there seems to be absolutely zero predictability. &nbsp

18 Replies 70,638 Views

The cloth map is a pretty cool idea. It looks cool, and is ok as a strategic zoom option for general navigation, but it needs a lot of work to really be playable on. * Roads don’t show up on the cloth map(correction technically they are there on my screen just very faint and flicker? ( maybe an issue with my graphics card? Gforce8800 GTS graphics card, latest drivers, 64bit win 7 ) * each shrine should have its own symb

4 Replies 15,100 Views

* More differentiation in loot some ideas: ( rarity needs to be balanced such that I can still get cool weapons ) - free outpost with some cool resource - ability to make certain items to buy/equip troops with (just don't make it overpowering) - summoner mage items (they seem a bit lacking in the game as well as in spells) - fertilize immediate area for settlement with large, or at least never sucky, bonus (rare / high level) -

14 Replies 5,838 Views

* The ability to level up the size of units when the technology is researched. yes pleas * dynasty system, I didn't play the original, only the beta so far, so maybe I don't know what I'm missing, but seems like a distraction to me as there are so many other things to work on * roads, yeah feels like something needs to be done about them spawning all over the place and inadvertently waking monsters and in

14 Replies 5,838 Views

I would love to see the game be able to take advantage of the extra mem with 64bit, but I feel it would mostly just be a tack on at this point.... and probably not well supported (as maybe a majority on non-beta buyers, aren't playing on 64bit?) but if the proposal is we have some simple way to cache more of the game in mem- if only we had 64 bit machines to run it on- then by all means, let my game run faster, but pls no extra gimmicky extra 64bit only features, there is a lot

128 Replies 266,588 Views

I'm sure they could do something like that. I'm sure they could embed AI instructions into all their objects, spells, building ect that have certain restrictions of use for the AI, like the AI isn't allowed to build an inn in a city that has already maxed population ect, these wouldn't even really have to be AI only restrictions come to think of it- they could show up as an advisor for noob players. <

3 Replies 26,219 Views

I think simply reducing the effectiveness of roads in enemy territory should do a pretty good job of addressing the road issue- something like 1/2 as effective as normal roads. Or adding the ability to put traps/ambushes on your roads, but this late in the beta that kind of defensive change may be too hard to balance.

5 Replies 2,656 Views

Hrm, apparently I have been playing with smart colors on. Maybe 'friend foe faction coloring' would be a better name. I turned it off but haven't noticed much difference... the city outlines now have faction colors, but the zone of controls are all still yellow ... <edit: apparently, this was some type of redraw bug. after restarting the game w/o smart colors the colors for zoc are right&

12 Replies 63,523 Views