Wow, I always thought of myself as a peaceful, turtling-kind-of-guy in GalCiv2 (played at up to the 4th difficulty level) and Elemental, but apparently I'm not. [e digicons]o_O[/e] My strategy's always been "Expand like a madman, tech like a madman, then when it comes to war go for quality and crush them." Admittedly, "When it comes to war" is either "When they declare war on me" or, more often, "When they get something I want." In Elemental, "When their ZoC steals one of my re
Lord_Agamemnon
[quote who="LikeTheWhirlwind" reply="38" id="2736278"]I'm personally reviewing all the spell XML and I want to let you guys know that changes are coming. We're looking into separating the hit and damage rolls for offensive spells. The hit roll will be caster INT vs. defender DEF. The damage rolls will be between a min and a max value, not just from 0 - max. Here's the fireball description in my current build:[/quote] The only problem I see with this,
I've mentioned this is another thread, and it's very annoying. The most irritating part is when the game recalculates the number of units based on percentage of max HP, then recalculates max HP based on the number of units, so you end up with a team of Umberdroths reduced to a single one without ever taking a single point of damage, and no way to increase it again since the game thinks it was only ever one! This also can occur when a group of units levels up, particularly if they
Link here: http://dl.dropbox.com/u/9606798/Ranesk%27s%20Revenge.EleSav I was playing with a custom sovereign and a custom faction, but I've had this problem as Resoln and Magnar also.
When I garrison groups of units in a city, the re-calculation of HP does strange things to the group. Specifically, it makes the game think the group has fewer units than it actually does--I've lost quite a few good units this way. I've seen a group of 9 archers stripped down to 1 archer and a team of Umberdroths reduced to 1, all without actually taking any damage!
So after building a Sion Temple as any Fallen race, I find myself unable to train them. I check the "Train" dialogue for the city, but they aren't there. I'd have never known what they did if the AI hadn't built them. Is there something else I need to do to get these absurdly powerful units? (Or at least they seem that way when Resoln masses them :P)
For some reason, I can't even select an empire in the faction editor, but I managed to jury-rig one up in XML...guess I'll use this too to make sure things work.
Companies (Here I'll use it as a stand-in for all groups of multiple units, be they teams, groups, etc.) have several advantages over an equal number of units of the same type. For example: 1) They train faster than single units. A team of 3 archers will train more quickly than 3 single archers. 2) An army is capped at 12 units/companies. By using companies, you can fit more units and, therefore, more power into those 12 slots. 3) A company (currently
Although I'm not sure I agree with you on all of the points, I think you raise some very valid issues. I think the current system for shards affecting casting is fundamentally all right, but for some reason it never seems to work as stated (My spells keep doing 0 damage far more often than they should). I agree completely that magic is more-or-less useless once the opening is ended, and therefore that sovereigns don't really have a place in battle past that point. If spell d
Sounds awesome! A big thanks to the Stardock team, and congrats on hitting release! You guys rock!
[quote who="wesleyshaver" reply="139" id="2727850"]There is a simple way to solve the problem with wildly random damage and attack rolls. All rolls should be based on coinflips. Instead of using 1d30 like it is currently a roll should use 15d2. Problem solved. This is basic game design, how it escaped the supposedly "strategy" devs is beyond me. Wildly random rolls isn't strategy it's luck. Incidentally this is one reason why the original Starcraft is a tou
Where da dragon women at? :P I was negotiating with the Drake faction in one game I played, and the only problem is that when you go into the diplomacy screen you'll find yourself staring down Drake's throat, which is not a pleasant sight...
In a game I've been playing (1.01), the tactical Heal spell does nothing. I can cast it, and it consumes mana and action points and displays the nice little graphic, then heals 0 HP. Every time. Perhaps this is because the game was originally started on 1.00, but I find this particularly amusing since the update notes said it wouldn't ever heal for 0...
How is spell damage determined? I have a maximum spell damage with Fireball of 60 when cast by Dear Hubby (~180 turns in). I come up against some of the early-game bandits wandering around and decide to roast the buttocks off their archer. I cast 4 fireballs--they did 1, 4, 4, and 1 damage. When I used Infernal to try to mop up the rest, it did 9, 8, 1, and missed. Now, I know this is possible by chance, but this isn't the only time I've run into things like this
I've had the same problem as marcb80. When I go to the enchanter's hut, he tells me that if I bring him 3 Midnight Stones, he can make me an item. The higher-level version of this quest (the blacksmith who apparently makes a shield) also does the same thing. I have 5 in my inventory, and I've tried various things, such as having only the unit with the Stones visit the house, but nothing seems to complete the quest.
Whenever I try to cast Blink/Teleport with a unit that isn't the army's leader, it doesn't cast. The graphic appears, and the mana is consumed, but the army doesn't warp.
[quote who="Folcik009" reply="7" id="2724209"]I admit, I put my game on "Easy" difficulty and was seeing HUGE groups of Bandits and Spiders... wasn't very easy, imo. Maybe a slight re balancing of the spawning would be appropriate. I wouldn't mind the same number of smaller groups of creeps.[/quote] Same here. I'm going to try to figure out a way to mod the game to remove the creeps, since even on "Easy" there are vast numbers of Spiders, Wolves, and Bandits.
To address various points: [quote]Well, it's the same way in GalCiv2 whereby the pre-made races included bonuses would entail more points than are available if one were to build them as 'custom' races. [/quote] This is quite possible, but I never noticed it as much. [quote]I suspect that a part of this is that with the pre-made races (in GC2) or sovereigns (Ele) is that they include things that you wouldn't otherwise spend points on. Such as receiving
I'll grant you that I'm basing this on the betas, and that I trust it will be fixed for release. I likewise hope my trust is founded--I'm just pointing it out to make sure, since the reports I've heard about the release haven't mentioned anything about Sovereign stats.
Let us consider the pre-made sovereigns versus custom ones. I hope to show here that there is no point in playing a custom sov, and that pre-mades are superior in every way--and that, even among them, balance doesn't seem to exist. For the sake of my example, I'll only consider the Kindgom sovereigns, but I think this should be sufficient. I'll lay out the stats of each one here, along with the number of points you'd need to spend to create them in the custom sovereign bui
Awesome! Just don't make the AI too powerful, now... (This is actually a legitimate concern of mine. Yes, the beta AI is horrible. But all the same, I just want to be reassured that the "Normal" AI, say, will still be beatable by people who aren't devs.)
[quote who="John_Hughes" reply="94" id="2708874"] "Now, if you pop this in it’ll crash. That’s because we have to define some things first: 1. RaceClassification 2. RaceInternalName 3. TechTree 4. KnownStartingTech Without those 4 things defined, the game won’t know what to do with this faction. It is in these 4 things that we ultimately make what is special and un
You kids these days are spoiled, that's what. Why, back when I modded games all the graphics were .bmps once you decompiled them and then you'd edit 'em with MSPaint and like it, that's what you'd do! Now you kids use your fancy 3D modeling tools and your XML and...hey, get off my lawn! ...personally, I have a couple uses in mind for re-scaling units, although they'd also involve a couple other changes, but I'm in
I can edit XML, but this looks far superior. I'm really looking forward to seeing this in action. [e digicons]k1[/e]
I was recently trying out an Empire to see how it would be different from a Kingdom, and noticed the following three problems: 1) Something's odd once I get pretty far into the Warfare branch. I have the ability to equip master steel shields, but no armor is available. None. No greaves, armlets, or body armor are available either for purchase in the shop or in unit design. I'm pretty sure helmets aren't either, but I'm not too sure about that. The only