What difficulty? I find it fine on hard.
DsRaider
[quote who="seanw3" reply="10" id="3213797"]I am noticing that the new AI only works for some units. Things like Obsidian Golems were better off using the old rush tactics since stopping short allows me to game its low initiative. I would like to see big slow units have a completely different plan of attack from normal units.[/quote] I find the whole system to be so buggy right now that critiquing individual parts is kinda pointless. I think we will just have to wait until the AI can
[quote who="Bingjack" reply="27" id="3213883"]I'm going to lose sleep if you don't elaborate. I should probably mention I work as an air traffic controller. No pressure, though.[/quote] I believe there are two champions that can build roads.
Well they have said it won't be in for release anyway, maybe a patch. [quote who="NorsemanViking" reply="8" id="3213521"]Add to it special sea quests, sea monsters, sea artifacts, seafarer traits for heroes, seafarer traits for factions, spells meant for sea stuff (huge water magic buff), some naval techs in the tree, naval buildings for cities, AI that needs to use the features, ship classes, tactical ship battles, sea events like a huge storm etc etc etc. They nee
[quote who="seanw3" reply="5" id="3213893"]I agree with all but #3. It would be shortsighted to allow all traits on turn one. There needs to be a progression in unit design from the tech tree. The Warfare Tree relies on adding traits for balance. I would say that each unlocked trait needs to show up in the tech tree user interface. The basic early traits are still useful later on. The cost/benefit of using older troops is not having the latest training and not being specialized in new weapon
Updated.
Always having more then one option on diplomatic screens would certainly make them more interesting. Even if the other option is just a insult or closing your borders. I find if there is only one option I just rush through it because it doesn't matter. Besides it would be fun to be able to insult and bait the AI.
A small basic fix I think would be to increase the min build time to so 5 or 7. Piooners aren't like other units they don;t get worse over time.
In order to make a logo show up you have to make a entry for it as seen in the CoreLogos file.
[quote who="Winnihym" reply="18" id="3212892"]2) "Build road" as a choice in the build queue of all cities. You click it, you draw what you want on the map, and it enters the build queue of the anchoring city, with a gold and mat (and crystal) cost to the building city.[/quote] I like this idea. Adding a build road option to the queue would be nice. The only problem is it might be a little pointless because you always pretty much want to build roads to cities. At the very least roads
Wait how are you guys completing the Master Spell? I'm pretty sure their is a xml error that makes it impossible to get the Forge of the Overlord.
Well the hard part is you actually have to make the crest in Photoshop or Gimp or something. Then place it in the MyGames/FallenEnchantress/Mods/GFX folder. I'm not sure if it will be added to the faction editor but if not then create the faction then go into the Races folder and manually change it in the xml.
When I fought Waerloga it made me duel him one on one.
[quote who="BlackRainZ" reply="11" id="3212503"]So am I not right DSRaider>[/quote] Your right. The big clue is how they rewrote the Wraith backstory so that they are now enchanted humans, that and the around a hundred creepy pictures of her casting magic.
If you read between the lines and look at the art assets and back stories it's obvious.
I use the unit editor a lot in this game and I have several large issues with it. 1. Hand axes and swords/daggers are not the same and should not be in the same category. They have different weights and abilities making it really awkward to upgrade from one to the other. 2. Fire/Ice amulets can't automatically be added to mages. This means I have to design a completely new unit just to give my mages amulets. This is a complete waste. I no longer seem to be able to upgrade
I for one really hope we see snow terrain and lairs at the poles in Beta5. The world of Elemental is just not as fun to explore as say Civ5 because of the lack of environments and terrain. Quite a few ideas can be found in the Community Request Thread. For instance: World Events: <div id="ctl00__Conte
Since Frogboy asked ... World Events Ice Age: Several locations become snow terrain and arctic monster lairs spawn. Lost Isle: A ancient island long lost to history rises from the ocean
Warcraft II
I really don't like how they switched it and made Slaves tied to the Quendar race instead of tied to the Slave Lord ability. It makes no sense and really limits faction creation. It was much better the other way. Unlike say Juggernauts any faction could get Slaves, just as faction can get the Slave Lord ability. Slaves are a cultural thing that have nothing to do with bloodlines. It was a stupid change.
You bring up a lot of good points here. I also find that while leather armor is a first level tech it allows you to stomp any unarmored units using say clubs or even spears. Maybe nerf leather a bit and increase the armor penetration of spears by a bit so they are more of a hard counter. Armor does make beating the AI much easier, since it tends to build a fair amount of unarmored units. Part of the problem is the available unit designs. Pretty much every unit should have a encumbrance trait
[quote who="DGB246" reply="8" id="3211645"]Ah sorry about that. I guess they could have a lower spell resistance to compensate (big but dumb) but as a whole package these guys need buffs instead of nerfs.[/quote] Ya that's because their faction traits are pretty underwhelming. +1 Level, training tech, and Great Axes. You could easily combine the first two into a single trait, and great axes is nothing to right home about. Doesn't kick in till late game anyway. You could design
I think troops gain too many hp per level period. You can easily triple the base hp of units, which is just silly. It puts the AI at a disadvantage as well because it will never be as good at keeping units alive as humans.
[quote who="DGB246" reply="3" id="3211628"]Ythril already get a big penalty - no ranged weapons. It seems pretty harsh to stick another penalty on in addition to this. I actually think Ythril could do with some extra bonuses as they seem relatively weak to me - their beserkers and axes come so late too. I feel more could be done with them to make them interesting and more powerful[/quote] You are confusing things. Faction abilities don't really matter, we are mainly tal
I totally agree.