I like the bear. :(
carlfranklin89
Hey, it's never too late to request gameplay changes for 1.1. i'd like jetskis and Apache helicopters please. That quest submission thing sounds really interesting, by the way.
Not only all of that stuff, about picking warfare upgrades, but questing is a good idea too. At level two or three quest levels I started finding good sheilds and some armor to use. Not a lot of stuff, but I'm only outfitting my champs anyway. Another thing about warfare upgrades I just thought of, though: certain upgrades are nearly necesary. Like bows for instance. Dominated the entire map because right now, I'm the only one with archers. Also you want broadswords and leather armor.
The best for way, for me, to handle my cities it to raze like 80% of the ones I take. I don't know if you prefer having many cities or not but when I had like 20-30 fledgling cities all sucking econ instead of producing, I lost interest in the game. Making refugees out of my people brought me back.
All these ideas are great. I favor Cpl_Rk's though, not only from a gameplay standpoint but from a gamelore view. Seemsl ike Champs should have personal guards.
I always play as Tarth. For all teh other race's bonuses and shortcomings, making female warriors is too much to pass up for me. Also, Altar gets eaten quick, for some reason in my games. Las game it was early... like 20-50 turns in. Bad memory.
Now that 1.1's nearly here I think it's time to ask when 1.2 is going to be here. Or 2.0 even. No vacations for you, Stardock. :P
Good point Fistalis but the way I see it, you only get those stat gains if they survive. If you're unlucky and you have your champs face an enemy channeler- a powerful one like a Sov, if they haven't been leveled at all the chann. can usually one hit kill (or three hits, depending...) a few champs.
Against the A.I. on Extreme so far it hasn't been a problem. My uber stack is full so I never have to spend on money on them. So I'm free to purchase powerful units and put them in all my cities. While i'm afraid to attack the largest enemies with just one stack of units without a channeler, all of my fringe cities near the enemy have nearly a twelve stack of decent units and hedge walls and such for defense. I'm confident I could take out any regular army, although enemy channelers
THATS what's wrong with teleport? You HAVE to have the Sov do it? I wasted an entire stacks mana trying to get them across the map. >:(
Yeah, I understand how things went for you. You play other 4x games or RTS in general and you assume certain features like city militia might save you in those tense times. But then they don't and in this game cities on the fringes get steamrolled. Ofcourse, it goes without saying the games needs an overhaul. Settlemenets are too easy to take and some improvements found in the tree- without them you're gimped for tens of turns. You're probably doing better now but if i could offer som
So, my only question is this: if mana regen can be increased in the future along with the mana pool, so long as magic is the same strength won't stacks of channelers be crazy overpowered? Like, I have all my kids in a stack, for instance. How would you challenege four dynasty channelers?
So, to use another game as an example of bad U.I. was Stardock's Sins of a solar Empire. When you got to the larger 100 planet games it became difficult to deal with your planets effectively and a lot fell to negligence. This works the same in Elemental. I propose a City "browser", a window that pops up whenever you want to work with cities. This would eliminate cities from the side-view bar and leave it open to only champions and armies, better suited to a less detailed view. So I pr
While I agree with you, I don't know if it would work so well in this game. Back in Empire Total War, (I didnt play Napolean) you had a bunch of militia based on pop. And that worked because combat was a physical thing and if you had the money you had fortifications. In a fight the A.I. would lose 99% of the time when autoresolved based on the sheer overwhelming power of the opposition, you could win because militia could hide. Cannons were rendered ineffective, Indian skirmishers- ineffectiv
I totally agree with the original poster. Only, see, he didn't take it far enough. I want all my people to blonde-haired and blue-eyed and are born men 100% of the time...
I bought this game for the incest. It was on teh back cover and everything. Seriously though, incest isn't ab ig deal to me in this game. The big deal is that I can't marry my children off some of my hired champs. I'm not letting my daughter near those Magnar filth. >:(
This game is vanilla right now and while it's fun, it plays very much like two other games, Stardock's own Sins of a Solar Empire, and Arcen Games' AI War: Fleet command (v1.0). And I say this because the focus is completly on building the empire and taking from the enemy. And while this is fun, since both you and your enemy are on somewhat level playing fields, games can become 'cold wars' with two superpowers building up for tens of turns. What I propose are objects that take the interest a
Nah, homie. I play on extreme, one less than the highest difficulty (ridiculous) and spells are certainly overpowered in that tier. Maybe not so much as on on the the lower difficulties, but I've never played on any of those levels. Anyway my take on magic is this: whoever has initiative wins. Which sucks fort he player too because even with a lager army the enemy might go first and while I'll usually still win, I end up with a champ dead. Also do you (devs or players) think t
Hi. i've just go this game today, did a bit of looking, but couldn't find very specific explanations of champion stats. To what degree this effects that and all. I'd appreciate a run down of the stats, or a link to one. Thanks. Also, what are the diffrences between the races? They appear cosmetic, but what is each race's culture? Can someone clearly define teh difficulty ratings? I understand at highest AI can see through fog of war. I dont want that; I want it to be as high a