I'm not quite sure I understand the issue with caravans personally. Happy to have anything related to more empire management simplified though. I am keen to find out exactly how roads between settlements are going to implemented though, as I kind of liked being able to direct caravan from a capital to small frontier city that didn't have the capacity to build a caravan itself.
Blight0r
Try clicking the auto/play button
[quote who="mqpiffle" reply="1" id="3083631"]If a player (AI or human) decides to create a single powerful army with all of their units, this is a strategic decision the player has made and does not need any counters except the fact that a good player will be able to hold off the army then counter-attack appropriately. It does not need any special attention, because any other player can decide to use the same strategy. I'm not sure why you consider it cheese.[/quote]
I'll just clarify a few things first. What I consider as being the stack of death is when a powerful stack is created early, and the player or AI focuses troop creation on that stack. It is not that creating a powerful stack is bad, it's is just that the stack of death is a very powerful stack that represents most/all of the players power. 1. I've posted some <a href="https://forums.elementalgame.com/417275/page/4/#3076910" target="_blank"
[quote who="DsRaider" reply="80" id="3081322"] That said why did the player with the archers run to the other guy when they had such a range advantage? They should have run away and pelted him with arrows from afar. Absolutely no reason to engage him in melee.[/quote] The hasted hero came out to protect the archers from being attacked and kept them away from the front line. It was well executed. Actually, with a simple 'attack of op
[quote who="Frogboy" reply="68" id="3080869"] Let me give you the #1 weakness of the AI in your build of the game: Path finding. Something that trivial. I have to play all kinds of games with the code to make sure that it doesn't have to spend very much time doing path finding to get to your cities. That's because path finding can take a long time when you're dealing with units that are far away. [/quote] Really? Has this been fixed,
Damnit. I'm such a sucker. 1 What is the balance of power in ranged units? You can answer that. You need to extract your combat code from the game, and lots of run simulations on different stack makeups. That way regardless of any changes you make to the system, you can re-run the simulations to find some good balances of x vs x. To easy. </di
Use [quote who="puntarenas" reply="22" id="3079019"] I agree, but on the other hand there are problems to defend and therefore micromanage huge territories. The game should encourage players to concentrate on front lines. [/quote] Merchants? Roads?
Woah! Firstly I can't believe people don't use high mobility. It generally comes with high initiative and makes excellent first strike units, I can take down a force with close to 100% more power with special wargs riders. With hardly a scratch. The game handles adds in a broken way, absolutely. No duplicate item should add more than once to a stack. No doubt. Kill it. Kill it with fire. It should ALWAYS add t
Perhaps magic is just beginning to return to the world, and the sovereigns are the ones that have the closest link with it (ie, can draw more, understand more) and those that follow a sovereigns benefit from a greater pool of magic to drawn from, if not being able to expand and understand the magic as mcuh as a sovereign can. I don't see any problems with the lore.
[quote who="Frogboy" reply="92" id="3077681"] Forums aren't real-time. I read through people's feedback and take notes. But I don't necessarily implement them in real-time. I have to sit back and think about how I would go about doing it and talk to others on the team about the best way to implement. I would assume that most people posting are posting because they enjoy posting. I would hope so anyway. [/quote] Yep, I did enjoy it, mu
[quote who="Bellack" reply="89" id="3077606"] Don't let the door hit you in the neither region on the way out.[/quote] =) I'll enjoy my next 2 free games, that's for sure.
[quote who="Frogboy" reply="80" id="3077033"] Quoting Trojasmic, reply 79So is that it? Are we going to hear anymore about the AI Wars: February Edition? yea, when I work more on it. Doing the AI is my night job at Stardock. The weekends I get to do whatever I want which, this weekend, was helping with sound and music.[/quote] Hrm. Sorry but that kind of attitude is just wierd, and outright plain sucks. You embrace the community
Why can't the AI cope with this cheese? Seems as though it could, so long as it took the threat as a priority. I'm taking it for granted that we identify this situation, early tuns, low player city count, etc. I'm also taking it for granted that the AI being caught out here has made a moderately risky start, and certainly hasn't decided to turtle. I'm going to give to responses, one is my go at a counter AI a
Gimmi .78 already!
Are you asking for us to detect, identify, and handle the cheese in this function? Or can I take it for granted that we know the type of cheese as your describing?
Yup, just now with enchantress. It's good tho... the new game.
Hi, yes, discovery has been very fun. Sounds good. Bring on 1.2 then. I've played quite a few hex and square tile tactical combat games, mostly board games however. I prefer hex for tactical/any turn based combat. There are many reasons, and to be honest a lot of those reasons involve tactical features that are not a part of Elemental anyway, so i guess it doesn't matter. If they really work on changing the tactical combat system, I think that the benif
Hello, I thought to myself prior to elemental coming out that it was going to be a game I would get for sure. Then the game hit, in the state that it was, and so I was really dissapointed and left it. It's not uncommon for this to happen, there have been plenty of games that have done the same thing. Normally that's the end of the story, but here I am looking at joystiq every day, noticing this Brad Wardell fellow popping up all the bloody time making these pr