[quote who="Robert Hentschke" reply="90" id="2795511"] Quoting cpl_rk, reply 88 And btw, how is one level four building with a food, gold, ant material resource going to be better than 4 "outposts" collectively collecting 2 gold, 2food, 2 materials, one metal, and one crystal? .................. Easy when the lvl 4 city can build multiple irrigation buildings, banks, money changers, great mills... "Very special" resource
cpl_rk
[quote who="Delmoroth" reply="5" id="2795712"]Right now people are still having memory leak issues. I would suggest something with 6-8 gigs of ram so that you can safely use the crash fix to grant elemental more memory. This changed my game from crashing in a hundred turns are so, to never crashing. Unfortunately on 32 bit systems I think you are just stuck dealing with crashes. [/quote] Well, I have a 64 bit system with 8Gb ram, and I still
Another thing I thought of that many tactical game combat simulation games have is the idea of silmutaneous combat. In other words, (regardless of anything else you implement as far as T.battles) why not make damage take effect at the *end* of the combat round? This would completely nullify the massive move-first advantage which is the biggest killer of tactical battles as it now stands in this game, and is much more realistic I might add. So, for example you would have:</
There's also a major update, version 1.1 that's supposed to be out oct/nov. It's supposed to change many of the basic core game-play, frankly I would hold off buying elemental until this comes out & then you can read reviews whether it's improved the game or not (thus deciding whether it's worth buying).
I don't care when it's released, as long as the release version fixes all the stuff everyone has been talking about in this forum for the past 4 weeks.
I have a bran-new fairly high end system, 64 bit windows7 with 8gb ram. I've been playing on cloth map since game 1, I like it much better than the fancy graphic board .. but that's just me. It's just a gamer's preference call. The game is "buggy," though not as much as it was on initial release. It still periodically crashes on my system (runs out of memory) despite having 8gb ram & no other programs running .. it's a memory leak problem with the game appication itself. I have
I don't mind city spam as a valid strategy technique that's used to some extent or other in all 4x games, but: 1) It doesn't match well the theme of a post "cataclysm" environment in this game in particular (however, I also don't think it's possible to match the game to this theme in a practical & realistic way that provides a challlenging AI for a number of reaasons). 2) city spam should not be the only means of victory as some other poster mentio
I usually see the opposite in auto combat, spellcasters always use up mana when they don't need to & I typically take more damage than I need to, hence I do manual battles 90% of the time and auto only on a small number of cases in which I know the outcome.
[quote who="kriskaze" reply="8" id="2795188"]i would like to know(research and perimeters notwithstanding) where are the gold mines, groups of monsters, and all the loot and money i used to get from defeating them???????????? version 1.07 was great to me despite remaining bugs. I used to buy and equip my heroes in the latest armor and weapons but now find i can't even afford to do so unless i have a lot of cities and a shitload of time on my hands waiting for it all to be built up. there wher
[quote who="Goldmos" reply="58" id="2795088"] Quoting cpl_rk, reply 50 Well, I think that (to answer to Frogboy too) your sovereign should be the one to "gage" your power to. What if your sovereign "spawn" ressource like food AND need to protect the new settlement with a magic (that need essence too)that allow this settlement to counter the "nuclear-magic" wind that the magic war have create? I mean, you need to level up your sovereign to gain ess
[quote who="Sethai" reply="66" id="2795163"] Quoting Frogboy, reply 12 Ive been thinking of requiring food to construct an outpost. Thoughts? it'd be better, but it's not a long term fix. [/quote] An "outpost" is just a city, so I take it this means all cities will cost 1 food in addition to a pioneer in the future? This still makes no differentiation between town types, rather just makes them a
Here's something I posted in another thread sometime ago which I feel would improve the game quite a bit at minimal AI reconfiguration: Another thing that just occured to me which would of a huge benefit to the AI would be to add some amount of fog-of-war to all these stacks that are moving around on the map. Why are we able to see everything like god looking down from up high? A game that I like a lot, ASL
I wasn't aware that you could trade heroes? Is this part of the diplomacy tech? If so, that's probably why I've never seen it. I typically don't go past caravan on diplomacy before going to other trees like civ & military.
[quote who="Glowing_Ember" reply="2" id="2795065"]I'd like to post my save game here but, umm, what's the dropbox ? [/quote] Try setting up an account on mediaFire, it's a free file hosting service & was fairly easy to sign up for & use. Here's the link: http://www.mediafire.com/myfiles.php
This is the first time I've tried using one of those file hosting sites. Usually game forums have the ability to attach files to posts, apparently you can't do that at this site. If you open the files let me know if it works properly or not. By the way, my system is win7 64bit, 8GB ram, Nvidia GeForce 240 video card, and intel i5 core 650 @ 3.2 Ghz processor, not that this should affect the saved files. These are both files from the same game, the top file RKK 01 I saved
[quote who="Sethai" reply="33" id="2794932"]i personally don't think that "it makes the ai competetive" is a good reason for allowing a unit that i also believe to be overpowered to remain so. players could just as easily abuse this themselves. [/quote] I feel, whatever it takes within reason to create a challenging AI is justified. This is a significanlty better unit than the horde of pushover units that gets slaughtered by my ar
[quote who="Chalkbot" reply="31" id="2794908"] Quoting vashtyphoon, reply 28 Quoting joasoze, reply 20 Quoting Alstein, reply 19How about ballistas and maybe Cowtapults? You wanna shoot cows at them? Thats just mean I've never understood the desire to fling food into a city you're trying to starve out... Generally the cows (or other animals/humans) were dead and decayi
[quote who="Goldmos" reply="44" id="2794911"] Well,I totally agree with you on the first part: it shouldn't be exclude because it's a good tactic. The other part however is not really that the AI can't compete... it's nobody that can compete unless they use the same technic. There is no viable option to counter this one even if you plan well your city or try to win with diplomacy/magic/questing because those are too long. [/quote] I can agree with this. It should b
[quote who="Teslacrashed" reply="42" id="2794896"] Quoting JSJ101, reply 23 I think Caravans bringing food is actually rather immersive form a historical perspective on how civilizations thrived. [/quote] Yeah, but it doesn't really match the the theme of a few survivors in a world after a cataclysmic event. Does it? There was a super-volcanic eruption on the earth about 300,000 (or was it 100,000? can't remember exactly no
[quote who="Gwenio1" reply="26" id="2794811"] Quoting cpl_rk, reply 25 Why would you take away the one good unit the AI has? unbelievable. The AI is a complete washout in this game, and you would take away the one good unit the AI does have. This is just unbelievable. I think the AI needs to have much more powerful units. They need to have extreme spellcasters that actually cast that firebally & firestorm spell before the human
[quote who="Lord Xia" reply="15" id="2794749"]Those ideas are just too complicated. We need to balance realism, simplicity, and fun factor. One, I still stand by that soldiers should not gain experience, and should just be stuck at the level they were trained at, as they should be expendable and not so greatly out do champions. Two, I believe in diminishing returns of stack attack and def skills. Or at the very minimum, the def skill. Meaning that if the first un
[quote who="Thizzbaby" reply="24" id="2794779"] Back on topic, yes the group catapults are OP and don't make sense. I'm currently doing a massive map with about 8 factions left out of 20 around turn 450. AI has mostly resorted to mainly using mega catapults since they have 100 attack and 525-950 health. They never ever miss and have long range so heroes are goners if they come up against them. First off catapults shouldnt have that much health or
[quote who="Ahrimahn" reply="28" id="2794704"]One idea to prevent city spam is to make population coming in from the wilds global. Each tile would generate an amount of people, and the area influenced by a city would pull in those people. So, for .01 people/tile, if your city influenced 100 tiles you'd get 1person/turn. Then, if your cities got too close to one another, they'd directly hinder each others ability to grow in population. Then, prestige could instead deter
[quote who="Frogboy" reply="12" id="2794602"]Ive been thinking of requiring food to construct an outpost. Thoughts?[/quote] Sorry, buildings should require materials & gold not food, but it depends on what your definition of an "outpost" is? People eat food not buildings. If an outpost is just a small settlement, then a pioneer is what it should cost. If an "outpost" is some kind of new military building then it should require a military group to be position
[quote who="UmbralAngel" reply="16" id="2794385"]I agree that city walls can be really cool, just make sure there is some variety. Moats, Wooden walls, stone walls, towers, fire walls, acid moats, casting lightning to fry people in the moat, filling the moat with oil and lighting it on fire, summoning a wall of man-eating vines... I just brainstormed these in 30 seconds... there is a huge potential here! [/quote] I agree there's a huge potential, but the