[quote who="satch4684" reply="129" id="2727622"] Quoting Razgon, reply 125Isnt this supposed to be out today? why aren't there more posts about this? still version 1.01, that would mean PRE-day 0, right? when is the release version coming?[/quote] Oh, I thought 1.01 WAS the Day-0 release.
razor436
[quote who="Storm" reply="2" id="2727291"]I have run across this as well. In fact, I ran across it twice and I believe both times it was the same NPC you have in your screen shot. Perhaps its a bug with his AI.[/quote] Oh, that makes sense. That also explains why they don't show up in my foreign relations menu.
Twice I created a game in a small map, normal AI and normal world difficulty, with 3 AI opponents. Unfortunately, in each game I found one AI opponent that did not build any city improvements. Has anyone else experienced this? Observe the following two pictures: <img style="vertical-align: middle;" src="http://img529.imageshack.us/img529/281/elemental1282669623.jpg" alt="Cloth Map of the World" width="800
Non-beta member here. Any information on how the new diplomacy system improves on Galc Civ 2 or Civ4, aside from the diplomatic resource and marriage/family trading? I was looking forward to great innovations in the diplomatic system. For example, the negotiation for peace between nation A and an alliance of nations B is rather dull when peace must be negotiated with each nation in the alliance individually. I recall there were many suggestions early on, but have heard nothing
With the recent proliferation of informative journals regarding key gaming mechanics, I found myself needing to know more about the Diplomacy implementation. Can anyone give me the gist of it, or link to the relevant post, or is diplomacy still in its rudimentary phase of development?
To add to the never-ending debate regarding sovereign death, I offer the idea: Assuming that the sovereign is so powerful that he is practically immortal, then if he is ever defeated in a battle, the enemy can only take the sovereign prisoner . The sovereign is either held prisoner in a town, or in an isolated structure, which he must be escorted to. In this situation, the sovereign can either be freed through duress or "reasonable" negotiations. Regarding reas
[quote quoting="post"] I think that will be interesting to have battles that can't end within on day. [/quote] I have never played a game with that feature, so I wouldn't know how it plays out, but I admit it could be interesting. If the battle system is set up in such a way that larger armies lead to longer battles, then a set # of turns can represent a day of battle. This way, you can reinforce your forces in battle between turns. And if a battle is split between
[quote quoting="post"] A general problem with tech trees is that the player wants to gain some advantage through research, but many times the player is able to get so far ahead that the game is decided (the classic tanks vs. mongol cavalry in civilization). How can this be avoided without taking away all of the advantages of research? One way is to give advantages to the first player to reach the new technology. That's an incentive to research. But in the sa
I agree that both emerging AI opponents and super-enemies would add some variety to a game. Super-Enemies From the way you describe them, super-enemies should be seen as problems lurking the map. I'd like to point out that if super-enemies are not tough/destructive enough or grant a great reward upon their death, they may be seen as opportunities to feed heroes with experience, or
With all the promises of a fully moddable Elementa.... Could we mod the AI as well? As I'm sure talented artists ou there will create all sorts of content, eg new models for the most powerful of artifacts and the most magically enchanted of arms and armaments new monsters is it a possibility to see this kind of community content being added to an official patch to help expand and increase the variety of the core game?
I most humbly support camp #3. camp #1 sounds interesting, but I am worries about micromanagement. Bassically I like the idea of treating many things as resources, with a hopeful tie-in to diplomacy
As I read people recommending Civ 4, I failed to see anyone mention the Better AI mod for it. The AI pumps out units like crazy!! In case you just did not know about it, it can be found here: http://forums.civfanatics.com/showthread.php?t=297810
I liked Shadow Magic. I really did. I could not quite remember why I quit playing the game, so I gave it another go to see what gives. Sadly, it did not take long to find the answer: city management was horrible. [e digicons]:thumbsdown:[/e] The city management GUI was ugly, it was a pain to give new orders for making new buildings/units, even with the short queue. Playing on the largest maps was frankly insufferable. I'm not the only one of this opinion.... right? My
The only concern I have is that in many games, the AI fails to protect his hero/sovereign unit. This could lead to players exploiting this weakness. But then again, Stardock did not make those games, so I remain hopeful in this aspect of Elemental's AI.