[quote who="Gwenio1" reply="2" id="2792842"]The AI builds cities everywhere there are resources, regardless of whether or not it can use them. [/quote] So do I. Even if I can't use it, prevent my enemy from using it. I'm indifferent to city spam. Pretty much every 4x game uses this strategy to one extent or the other. I would like to see more diversity in the cities, city walls & fortresses that actually function as city walls and fortresses for example. The 1.1
cpl_rk
[quote who="alaknebs" reply="1" id="2793010"]no one has any idea? [/quote] There are some different units with different abilities. "Death" magic faction has different builidings (though buildings essentially do the same thing). Kindom tends to be more friendly with kingdom and empire to empire but less so with the others diplomatically. Kingdom uses horses, empire wargs (though I haven't checked the stats on wargs to see if there is any functional differences othe
[quote who="Gene1966" reply="12" id="2792859"]How long did Gondor's Walls last? (LOTR:ROTK) That was one short seige for one long movie! [/quote] This is not a good example though, history shows that well defended cities with walls have held out for long periods of time (even into months) forcing the attacker into a long drawn out sieges. Frontal assaults usually fail & those that were successful paid extremely high prices:</p
[quote who="random_target" reply="51" id="2792894"]What about gates/portals as a building instead of a spell? It can be a building that requires a lvl 3 city, or maybe even 4. You can teleport any unit from a city with a gate to any other city that has a gate, but limit the use to 1 per turn (like the airports in civ 4) In that way, most of the problems mentioned here are solved: 1) It will not be able to pass strategic bott
[quote who="Elikal" reply="2" id="2792627"]Ok I fail to do that too. What is Capitar`? There is a city called Altos, and a fort. When I walk with my units to the city, nothing. When I walk to the fort, it says some "hold his sword and get the crystal" thing, and blocks me. I have plenty of crystals, but how do I bring them? I sent all sort of units. Can someone please tell me exactly what to do? I am lost. Thx. [/quote] </p
[quote who="Kalin" reply="370" id="2792567"] Quoting fatindian, reply 369 The mere fact that you give any credence at all to Amazon tech-related product reviews just tells me how informed your opinion is. Have you read the reviews? There's a 1-star review protest because of Steam. The same was true for Elemental, just tons of 1-star reviews from people that never even bothered to play the game. To be honest, this
[quote who="Gwenio1" reply="9" id="2792597"]Until we have walls that need to be torn down, siege engines need to be of a variety that are good for targeting monsters and troops. Machines that throw a big rock are for structures, machines that throw something smaller (like a balista bolt) with accuracy or a lot of somethings (bunch of small rocks) that hit a large area are for hitting troops. [/quote] Bingo !!!! It would be nice if we actually had the
[quote who="Dhraconus" reply="2" id="2792397"] quoting post Master Quest: This was actually a bit of a challenge as far as some of the battles. You'll have to run all over the map (which is no problem if you have non-ag packs with everyone) but the real problem was the final fight that includes a guy with 100 defense. Liberal use of the Deflect and Berserk spells got me through that. I will update after another couple hundred hours
[quote who="hairrorist" reply="33" id="2792493"] Quoting cpl_rk, reply 1 The problem with spells like this is that the AI does not use them, hence they provide a *huge* benefit to the human player and as a result the human easily whips the AI. Teach AI to use them? I don't think it is all that difficult to make AI understand strategic nodes in its graph and try to shorten the length of travel between them. A
I noticed those in another game, they are mega strong sure. They're not overpowered though because the human can build them too once you research catapults. Typically you can win the game before they research that far, it's an end-game tech. The reason they have like 800 hp is you set the game to ridiculous, difficulty setting beefs up AI unit' stats for each difficulty (as it should do). You need a lot of archers & high level spellcasters to take these things down. If you let the AI grow
[quote who="Frogboy" reply="24" id="2792405"] Quoting gsitetfs, reply 23 Well, it'll take many years of work before the AI is good enough to defeat the top 5%tile of players and it'll never be good enough to beat the top 1%tile of players without getting bonuses and such. [/quote] On a setting of "ridiculous" the AI should *always* beat the human regardless of percentile unless the human gets *extremely* luc
[quote who="Frogboy" reply="13" id="2792363"]I'd rather see gates be something anyone can use and become strategically valuable. [/quote] The human player would just station two huge stacks on both sides of the teleporter gate, making it usable only to himself. The AI would never get any use out of it even if was programmed to use it. This is one of those I-can-"predict"-what-will-happen-before-it's-even-designed ideas.
I've only done conquest: 1) city spam 2) research military and economic improvements (need money for those expensive archers) 3) start rocking enemy AI as soon as you find them, they're easier to kill earlier in the game. 4) I try to find crystal sites as a priority since you can add all those nifty items to customized groups 5) several strong groups are better than one big kill group. I try to operate them in twos to prevent the AI from attacking
[quote who="alaknebs" reply="2" id="2792198"]but... doesn't the number of men affect unit stats like atk/def? [/quote] Each guy is counted seperately for attack defence, etc. A 4group with attack16, def20, and hp40 really has 4 guys, each with: att4, def5, and 10hp. And thus 4 "seperate" attacks are calculated each time the group attacks (and the effects of 4 hits/misses are summed). As of earlier versions, the 4man squad always had 4man even with just 1 hp re
[quote who="Wizard1200" reply="18" id="2792194"]The AI is weak, because it is too easy to lure it into traps (build no armies and collect gildar > the AI will declare war and move the Sovereign into your territory > purchase equipment and kill the enemy Sovereign). [/quote] AI also does not use spells. I've never seen it use teleport when it should, and gets stacks of units "stuck" constantly between borders, influence zones, terrain features, etc.
Sometimes when units level-up (by gaining experience), they gain more hp, but it seems the new hp have to be "healed" first, i.e. you need to station the unit/champion in a city for some time to heal. The number of men on a picture is tied to the current hps it has: 4man team at 50% hps only shows 2 men on counter .. it'll show 4 men once you have > 75% of its hps healed.
Are you aware that there is is a teleport spell? The problem with spells like this is that the AI does not use them, hence they provide a *huge* benefit to the human player and as a result the human easily whips the AI. Players can easily dream up more spells to add to their hearts desire, problem is the AI never uses them & the spells just end up making the human player outrageosly overpowered (even more) over the computer AI. I'd rather see the AI reprogrmmed to
[quote who="SwerydAss" reply="2" id="2791785"] *Still cant move the City level up pop-up menu so I can see the HUD of the city or the resources it controls. Granted it centers on the city but it covers it up. (would be nice to postpone the level up indefinitely, could make it a (!) next to the city name on the city management screen for a reminder a LVL up bonus is ready) this would be a good way to do it [/quote] I installed the update a coup
[quote who="Lord Xia" reply="1" id="2791386"]Thre are a few magic items and CON, but really, there isn't any way. I mean, if you really try hard, your hero might have 40 hp, and at the end of the game, I was fighting stacks that had close to 1000. So your heroes are just for casting spells at that point and hoping they dont ever get hit. Sucks, I know. I wish they wouldnt have soldiers increase in HP so much and heroes so little. [/quote]
One spell that is a complete hit-miss is the lower land spell. Sometimes I cast it & I can move into the now-plains level square, other times I can't. Also I think sometimes the moutains "spontaneously" reappear after saved games. There are moutain chains that are circular which need to be lowered. I cast "lower land" successfully on opposite diametrical points of the circular chain only to come back to the game the next day after having saved to notice the mountains have now suddenl
Currently, the AI is a pushover even on ridiculous settings. I would rate it a 2 out of 10. Spam cities & imbue several leaders & create several strong kill stacks, you can take down multiple AI kingdoms easily silmultaneously. The AI is supposed to be improved in upcoming patches, so hopefully it will offer more of a challeng in the future.
Good ideas, but this topic has been brought up several times before including the concept of cities taking damage (buildings being damaged or lost after conquest).
[quote who="Nesrie" reply="349" id="2790714"]Between the two, Elemental is the one most likely to evolve though. Civ V is going to be tweaked, optimized and maybe added to with DLC and expansions, but I don't see a great deal changing. Firaxis doesn't really make big changes like that. I am hoping Elemental will shift into what I thought it would wind up being which is why I am still around. [/quote] And this is a good thing. I wouldn't want to see a "radical" chan
[quote who="Kalin" reply="7" id="2790667"]Um... there is an option, it's called "retire" in the unit design. [/quote] I must've missed that in the manual [e digicons]:|[/e]
[quote who="Kalin" reply="25" id="2790661"] Quoting CrazyC0330, reply 23 I looked in our source control software, and as far back as our release date, the summoned unit called Familiar (located in CoreSummonedUnits.xml) has been pointing to an ability bonus option called "Vengeance2", and that ability bonus option has been defined in CoreAbilities.xml since at least the beginning of August. I realize that the response pointing out this problem is 14 day