Tohron

Tohron

Joined Member # 3397929
22 Posts 61 Replies 1,125 Reputation

A comment on random events - while many people enjoy the replayability they add, others can find this extremely frustrating. Let's say a player had started a game on max difficulty, with the goal of employing careful planning and diplomacy to pull off a minimal-defense expansion gambit in the early game. Through thorough planning and hours of delicate maneuvering, they manage to gain a bunch of cities with rich resources, and are just starting to convert that

54 Replies 123,205 Views

We all know that the WoM research model is significantly imperfect, but an idea I just had would fix many of those problems while keeping the flavor. In this model, every turn after a breakthrough, the game would roll randomly for each tech (which you have the prerequisites for) to determine if that tech would be added to the list of techs you can choose to take. The chance of a tech being added would increase with the amount of research being done

0 Replies 3,867 Views

Just a suggestion (haven't played Elemental recently), but perhaps cities aqcuired through the Dynasties system shouldn't count for the prestige penalty. I mean, if you're going for a couple big cities, and then an allied sovreign dies and you inherit their empire, it seems like you should be rewarded, not punished.

60 Replies 121,363 Views

I'd say a nice improvement to tactical combat would be adding 'feats', gained once per level up available to all units (with special feats available to champions) - a lot like promotions in Civ IV. To avoid just replacing their base attack, these feats could either add specific enhancements to your attack (armor has reduced effect, chance of slowing opponent, etc) or give specific tactical abilities (unspent action points are used against enemies entering melee range on their turn, shie

74 Replies 150,027 Views

For Arcane weaponry, it seems best to apply a more general AI algorithm to evaluate the value of a given unit (a potential target for the spell, in this case) having a given attack value (which would take into account things like whether there are any opponents with heavy armor, and how much this problem has been addressed previously), and compare the values with or without Arcane Weaponry, then consider the value added versus the amount of available mana, mana regen rate, and the other spell

20 Replies 48,951 Views

You seem to have introduced another problem in the Tarth timeline - now you have Carrodus seizing control and naming Tarth one of his officers 13 years AFTER Tarth rebels. Seems you'll need to move Carrodus' power grab to a significantly earlier time. Other than that, I really like this timeline! Not sure if you can answer, but are these events happening before the Dread Lords were sealed in an alternate dimension (in the GalCiv timeline)?

45 Replies 12,751 Views

I definitely agree. Furthermore, I would also like to see these numbers in the campaign - it was a bit underwhelming to be told that the final battle between East and West had begun, only to be presented with three powerful units and a handful of irrelevant minions. Increasing battlefield size would really help too.

420 Replies 1,127,723 Views

[quote who="Nimbyjester" reply="8" id="2757736"]I can see your point, if you are patient then you can easily exploit tactical mana regen. Using the bug fix mod to fix the shards makes each mana point more useful than it was. Though I think 1 point of tactical mana regen is fine; you'd have to go through 5 turns of combat before seeing any gains from teleporting to a low CR critter, then another 8 before the strategic spells start becoming available (asuming you are going to tel

24 Replies 12,873 Views

Adding ANY tactical mana regen to a spellcaster capable of using Strategic spells just seems too abusable. I mean, take a sovereign who's running low on mana. If there's a low CR melee critter anywhere in their kingdom/empire, they can teleport there, attack, run around while their mana regenerates, disengage, cast as many strategic spells as they want, re-engaging and disengaging to recharge, then recharge one last time and teleport back. Tactical mana regen should only b

24 Replies 12,873 Views

[quote who="DariasDruss" reply="7" id="2737406"]I know Martin is alive and well. He might as well be dead as far as his "A Song of Ice and Fire" series is concerned. He has written several blogs or tweets telling his fans off for wanting him to at least finish "A Murder of Crows". Yes he only had half of it written when he published it. He even says so at the back. Like I said Brandon may have to finish it for him.[/quote] "A Feast For Crows" has actually been published

63 Replies 266,773 Views

I'm using a 64-bit Vista computer with an Intel Core 2 Duo dual-core 2.5 GHz processor. When I purchase an item in the shop, it shows up as in my inventory in the shop screen, and can be traded to other units, but the 'items' tab under Vitals does not display it, and I can find absolutely no way to equip it. The Help menu doesn't even mention using the shop, or managing inventory (a serious oversight btw). I'm not entirely sure if this is a bug or just opaque design, but e

7 Replies 3,419 Views

[quote who="Thrawn2787" reply="3" id="2689453"] Agreed. Something tells me we should get that tactical battles mini game (for testing purposes) sooner rather than later. Also the whole glass cannons thing is extremely annoying when going for the master quest and you fight things with 100 + HP and in order to kill one you have to sacrifice half your army[/quote] Two words: Horse Archers Just get a couple experienced ones with 5+ actions and they can pull back up to 3 space

76 Replies 237,374 Views

[quote who="seanw3" reply="33" id="2679414"] []Quoting Cauldyth, reply 30I choose to believe that every "person" in the game actually represents 10 people. Problem solved![] I choose to believe that wach one of my "people" in the game actually represent 100, while yours only represent 10. [/quote] Ah, so ten of his people are an equal match for 100 of your people. I see. [e digi

104 Replies 276,069 Views

I know that with Beta 3, gameplay and balance are starting to become issues for us to explore. But that doesn't mean we aren't also searching for bugs, seeing how various spells work, and taking a look at the endgame. With access to a few cheat codes, us beta testers would be better able to try out extreme scenarios, see how endgame battles work out, and just get a better feel for what kind of powers you units can potentially gain. Here are some basic ideas. Resource

4 Replies 1,300 Views

Just another idea on essence - there should be a structure unlocked by a high-end Magic-tree tech that can be sacrificed to give some essence to a given unit. That way, a civilization with lots of resources but relatively low military might has a way of gaining additional essence.

98 Replies 265,906 Views

[quote who="Tiavals" reply="5" id="2643596"]The concept is indeed sound, but I fear that it'll be hard to come up with a meaningful(not tiresome) mechanic for it. If your units get morale penalties that accumulate, it sounds like you'll end up micromanaging the armies. As one army gets low morale, you send it home, and send another army to replace it, effectively still continuing the war. Unless the morale effects are global. But would that really work? If you are fighting against two nations

11 Replies 10,019 Views

[quote]UPS is fine. But they made a big thing about boycotting Fox News (not a particular program but all of it). When it backfired, they recanted and said "Oh no, we're not boycotting anything..." So I made a comment on Facebook that it annoyed me that UPS was using their business as a political tool. This got reported in the media as me supporting "Glenn Beck" (who I've never watched before) which in turn got a bunch of people really ticked off that I was getting politi

21 Replies 91,469 Views