[quote who="kenata" reply="7" id="2817880"]I actually started a game recently that had 2 lost libraries, a gold mine, a fertile land, an old forest and a wild warg all within two tiles of my starting tile. It was moderately insane. [/quote] These type of locations will just become great big fat red X's in my army's crosshairs. iow: They'll attract combat units like flies to shite.
cpl_rk
[quote who="Tridus" reply="105" id="2817816"] Far as I know there's no critical hits. Basic combat results are a roll(0...Attack) - roll(0..Defense). A result > 0 is damage, otherwise you miss. They're just straight random numbers, with no weighting. The result is that with large numbers (particularly without very large HP pools), the numbers get wildly unpredictable. Roll a 50 on defense and you're basically invincible that turn. Roll a 0 and a unit with an att
[quote who="Tridus" reply="103" id="2817762"] Quoting cpl_rk, reply 87 I want a game where I understand the result most of the time. Losing units in combat against overwhelming numbers makes sense. Losing against equal odds makes sense. Losing againt stronger units makes sense. Losing against a single vastly inferior unit because you rolled a 0 does not make sense. Losing against an equal unit where you get one shot and the other unit *doesn't get
[quote who="GCFL" reply="6" id="2817727"] A unique unit needs to have an observable difference (as to/vs any other unit) in the game beyond just a jpg "image," because otherwise what's the point? ...... I understand the point I guess but then again with this logic, we might as well have just stickmen duking it out. I think there is some value to cosmetic differences if for no other reason but for immersion into the games"word". [/quote]</p
[quote who="FishSlayer" reply="96" id="2817701"] I will PM you with how to do it if you would like. On one condition. DO NOT POST it in a forum as it is a HUGE spoiler. Do not say, "oh yeah... I knew that, I wasn't talking about making them uber that way." or "oh that is a hack/exploit/cheat/non-intended strategy" etc. Opps I guess those are a few conditions. If you want me to tell you how to annihilate the game with ONLY heroes. EASILY. Please PM me, and I will tell you step by step. Al
[quote who="TorinReborn" reply="3" id="2817618"]If they want different faction they need to go MoM route and make REAL differences. Having flying units or regenerating units, or faction that has no mages is different, have a different mount is just more of the same. [/quote] ... exactly, even if morale had some noticable effect, like units breaking & running off the map, I'd be extremely happy. This would be a very easy way of making squad units more diffe
[quote who="FishSlayer" reply="92" id="2817498"] ... I find it hard to believe that people aren;t chomping at the bit to stomp on Ridiculous. Or assuming you aint kids, I find it hard to believe that Strategy fans (such as myself) aren't always trying to try a new strategy. "hey, I wanna do it with no caravans... how can I do that?" "I wanna try the game with no bows, hmmm, how would I go about that?" But alas, the hardest concept for people here to understand, is
What is the difference between a horse and a warg for kingdom/empire factions, other than the image? This would be one basic uniqueness which is already present in the game but is ignored ... has anyone ever seen an AI with horse or warg mounted troops? I haven't. I'm all for unique units, and it doesn't have to be monsters, It could be a unique class of character, some spells that are available perhaps to one faction but not another (the spellbooks in this game are way too similar in
[quote who="Heavenfall" reply="8" id="2817525"]I like both the change in population management and mana becoming global. They are good changes to game mechanics that will make the game more fun to play. [/quote] Personally, I'm hoping for a much improved AI & and a much improved tactical combat system. I need to have both of these to keep me going with this game past 1.1. Population & mana are good, but not as important as a good AI & good
They're usually one of the better AI (if one can say that in this game), they usually have one of the highest rating and are usually around to end game. In my experience the weak AIs are the kingdom factions, they always get wiped easily early in the game, It's always a kindgom faction that is the "1-town wonder". Empire factions are always around to mid + endgame & tarth. I always play Altar because I like their at start bonusus.
It's very simple, champions should also be "leaders," you should be able to attach one hero to a 4man/8man squad like a "squad leader." 8men attacking one guy should be able to splat the one guy, but the one guy shoulld not be forced to fight by himself when he's part of an army. adding one hero per squad/fireteam solves the problem.
I don't care if it takes another month, as long as the end result is positive.
[quote who="nikmesh" reply="86" id="2817104"]it is utterly stupid if a hero can be 1 hit killed from just a bad dice roll. Consider other things that might be comparable to what the hero is supposed to be like; Sins capital ships, warcraft 3 heroes, MOM heroes, ect. They represent considerable time investment, along with a cash investment to make them powerful. Why on earth is it possible to 1 shot such valuable units? Like others in this thread have stated already, heroes do not scale proper
[quote who="Lord Xia" reply="67" id="2816406"]Hahahaha, I get a kick out of how often cpl_rk says there is no explanation in the manual. It cracks me up. I haven't even bothered to look at the manual, so I can't technically agree, but I would bet a lot of money it is completely true. [/quote] he he he, what can I say? I'm from the old school, rulebooks 100pages+. I've played too many games where that +1 to hit modifier was the difference between a
the spell only works for the left-most leader in teh stack, if you cast it from another leader it'll subtract but you won't teleport.
[quote who="hfbrooklyn" reply="64" id="2816373"]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. [/quote] There is some kind of magic resistance in this game. I know that higher intelligence effects the magical hit pro
All Your Bases are Belong to us !!! http://www.youtube.com/watch?v=qItugh-fFgg
[quote quoting="post"]What happens to the popultion of a settlement that you Raze? [/quote] ... This can't be a serious question [e digicons]:rofl:[/e]
[quote who="Goldmos" reply="7" id="2815749"] I've never been able to complete this quest & see the dragon. This quest is broken on my system. I did the Dragon and the master quest (dragon very impressive and powerful, about the same strengh as a squad of 4 young dragon) and both worked. What is your system? (computer) [/quote] windows 7, 64bit, 8Gb ram, NVIDIA GEForce GTS 240 video card, intel i5 core 3.2 GHZ .. O
[quote who="Stuie_acs" reply="2" id="2815649"] Quoting Gwenio1, reply 1 Your sovereign needs to be holding them. Is that true for the dragon one as well? That quest never completes for me. [/quote] I've never been able to complete this quest & see the dragon. This quest is broken on my system.
[quote who="Peter Ebbesen" reply="41" id="2815666"] In its current state, Elemental is a working bad game. That is a huge improvement on launch status but it is not good enough for me. It might be for you and I can pretty much guarantee you that whether it is or not you WILL have fun for the first few days after getting the game as you start playing and learning how the game works. (Well, unless your game gets stuck in one of those stupid "a bug prevents you from advancing to the n
[quote who="FishSlayer" reply="40" id="2813412"] Quoting econundrum1, reply 39 Have to say I didn't know either, I play on large maps and normally have 1 level 5 city and a couple of level 3/4 cities plus lots of level 2 cities by the late game. My food stratergy is to build small villages near additional food resources I find and to research and use food enhancing tech. It's probably slower than your method but it gets there in the end. <br
[quote who="Tridus" reply="60" id="2815627"] How many games actually go 900 turns? I've never gotten close to that, and I've never lost a game. Hell I've never seen a game go past 300 turns. You're also relying on broken mechanics to get there. The infinite amulets and such from the item shop is just stupid and is something that needs to be fixed. [/quote] I completely agree, but it *is* possible nontheless to create a super hero given enough time & leve
Well, I actually lost the very first two games I played out of the box. But, I count those as learning games since there is no manual, no tutorial, no explanation at all really as to game play. In all honesty, I had no idea what I was doing & just groped around in the dark figuring out how the game worked as best as I could. But, by my third game I couldn't lose even on hardest setting. I won't ruin your fun though, so I'll just let you figure out the strategy on your own. Though, if you
In the unit design screen you can customize units & create different squads of different types. The stuff that's available to customize with is tied to other research, i.e. you need longbow tech to get longbows, also magical item tech is big as it allows a lot of good "buffs" that add to your squads, such as medical pack +1 health, +5 constitution or amulet of warding (+2 defense). Many of these magical items use up crystal, so making a beeline for crystal sites is important, as the endga