I have an idea to put an end to city spam, well at least for the early game. CITY SPAM Each city needs to be managed by someone, but not just anyone: someone you can trust. Champions are only loyal to your money, so your best choice is your children. Your Channeler has his hands full with managing your first city, so each newly founded city should be managed by one of your children. This way, all players will have
razor436
Out of curiosity, do you envision these changes you listed to be implemented strictly through patches, or do some pertain to a future expansion? It is good to see you have identified the game's major shortcomings and have set yourself goals to address them. Most game companies just keep you in the dark. Also regarding diplomacy, when one nation warns you about another, it would be better if they made you an offer to declare war with them.
A sweater, an LED flashlight, and a magnifying glass meant for looking at rocks.
I really love reading your journals as you continue to improve the AI. It is intriguing to learn how you investigate AI behavior and tackle the issues. Yet, I grow concerned as you seem to focus only on Strategic AI. Can you give more information on what your plans are for tactical battle AI? Thanks for your hard work.
When I play Elemental or Civilization V, I like to observe how AI players evolve over the course of a game, hoping to see one or preferably two super powers emerge. That leads me to staying out of trouble unless trouble finds me. As I played Elemental in this way, I noticed it could get pretty dull while not in conflict with other players and found myself pushing the next turn button in the late game repetitively. I have a few ideas that could help that aspect of the game: Mons
An idea came to me the other day regarding taking the magical route to victory. Imagine a game where it is viable to specialize your cities for arcane research and, in doing so, make a mighty wizard out of your Channeler. Unfortunately this may seem a ridiculous notion to some because the way combat and magic are implemented now, magic is underpowered and everyone protects their Channeler with the strongest armor and weapons. I have a few suggestions to make our dream of a fearsome ma
In Tactical battles, it looks like your units can ignore the 1 unit per tile rule if they are moving after they targeted a creature and that creature moved. (I think it has to do with the newly implemented ability to target units outside your own unit's range.) In almost every tactical battle, sometimes the floating text displaying the damage done is not shown. I think it happens when there are more units on the tactical map: sometimes when units move, they "telepor
I like the Orekeepers' guardian unit: it is beastly. So far only Orekeepers for me though, but I have yet a large map to explore.
[quote]Are there any surprise goodies in 1.1 that were not in 1.0.9W BETA?[/quote] The biggest ugliest bug you ever saw. [e digicons]:grin:[/e]
[quote quoting="post"] we tracked down the problem with creatures not spawning in the mid to late game and that is fixed for 1.1.[/quote] That is so so good to hear. I have to admit I stopped playing about three days after the initial release, but the public beta for 1.1 got me interested again. The UI, magic, and tactical combat are a vast improvement and got me playing again. Thanks for the hard work, especially this month.
[quote who="Lord Xia" reply="5" id="2845652"] But the idea that daggers and spears make armor less useful is a joke. [/quote] About the daggers by-passing defense on a normal attack, I can understand your objection. But after a unit expends his retaliations, I am picturing a unit that can no longer move to defend himself so an assassin can easily get close to slip his dagger by the armor like at the neck or joints.
Tactical Battle AI I appreciate the regular updates on the status of the AI, but I have not seen a discussion on the tactical AI. There are a few glaring issues I want to point out that can help fight player armies. Imagine two armies, each in a vertical line, facing each other. I would order 2 or 3 of my soldiers to focus on one of theirs not only to kill their unit faster, but so that my
Daggers I have an idea to make daggers useful: not a weapon of choice but something you might want added to an army. The idea is simple: dagger-like weapons normally have a low damage output and cannot retaliate, but have a large damage bonus against units who can no longer retaliate and ignore defense . Think of it as stabbing someone in the back. I am visualizing an as
I wonder what the will be the beta patch name after 1.09z
After playing for about 1 hour last night, I encountered two small issues. 1. After founding my capital city, I sent out my channeler solo to an inn: he received a "kill the robbers" quest. When I attacked the robbers, I saw the animation on the map of my channel and the robber army taking swings at each other until it showed my channeler fall down in defeat. Then I got the message that my channeler was defeated and was teleported automatically back to my. Then a wind
[quote quoting="post"] Elemental UI Now, a lo of people have been talking about the original Elemental PAX Beta UI: So why did we change from that to our current UI? There were a lot of reasons but a big one was, at the time we had to do a UI, performance. These are development journals so one assumes some of you guys like technical details. But basically, at the time we had to finalize our UI, we couldn’t support having a context-sensi
[quote quoting="post"] What was supposed to make Elemental special? Why were we supposed to buy it instead of dusting off the old MoM and AoW and Civ games? Does the release version of Elemental deliver on the promises that were made regarding Elemental being special?[/quote] As Elemental was being developed, many comparisons were made to Master of Magic (MoM) and Age of Wonders: Shadow Magic (AoW:SM). I never played Mom, so I imagined Elemental t
When your Channeler/Champion is in town, go to their actions tab and select click on the shop button.
[quote quoting="post"] I currently seen no point for the minor factions other than getting rolled by the AI. Weren't they supposed to offer some unique units or equipment or something? [/quote] In another post, Frogboy said that the role of minor factions is to guard the resource near them.
I did not verify this, but I swear that babies are born when the mother is 23, and babies are 18 with the mother being 27. Anyone else notice this?
I despise how, currently, turns are implemented in combat. Basically each player gets a turn to move all his units, most units having multiple attacks. This is just mundane and archaic. I would much prefer a turns system similar that of Heroes of Might and Magic V. Instead of each player getting a turn, it is units that have turn. The order and frequency of turns for a unit depends on its initiative stat. For example, a unit with high initiative would be the first to
Magic Specialization and Diversification There is one thing that I loved about the Age of Winders: Shadow Magic. When I created a sovereign, I had a choice of which schools of magic I could wield. I could have
Teleportation When I teleport directly on top of a notable location, the location does not trigger. Same thing when teleporting quests. Also, when teleporting over an enemy, instead of entering a tactical battle, the enemy is pushed to an adjacent tile. City building (note I do not know how to reproduce this but it happens all the time to me). For clarity
Fall from Heaven 2 is not the only alternative to Elemental. There is also the Fairy Tale mod for Civilization IV: http://www.moddb.com/mods/fairy-tale Here is a list of some features I pulled from their website: 20 very different Fairy Tale nations; all with their own different style and theme. Everything from dark nations of demons and trolls to civilizations of the undead where the warriors are skeletons to
[quote who="Slainangel52" reply="1" id="2738392"]I think challenging is the first one with 100% AI without cheating. They get a minor starting resource bonus but that's it.[/quote] Can someone confirm this? I thought I read elsewhere that normal was 100% AI that does not cheat.