The OP's rules information seems accurate. The only thing I'd add there is that I'm 99% certain that Assassin currently only works in autoresolve combat, not tactical combat. I rather seriously disagree with some of the OP's strategic analysis though. Whether or not you're going bows, you can make a heck of a combat sovereign for the early- to mid-game (the only time that sovereigns remain combat effective anyway). Running that sort of build alters the stat evaluatio
Corbeaubm
I've been playing some S.T.A.L.K.E.R.: Call of Pripyat with the Call From Pripyat mod. Also, some team Starcraft 2 with friends.
[quote who="Armando Penblade" reply="380" id="2751591"]Also fairly sad to hear that they are removing item stacking BEFORE making leveled up sovereigns worthwhile. As it is, the only way to make my soveriegn/champions decent is to stack him with amulets and rings until his stats are at least comparable to a mid-game army, much less a late-game unit. Remove that and we'll be stuck w/ sovereigns that max out around 20 attack, ~30 def, and around 25-30 HP assuming you're putting some points into
Well, the single biggest way to increase city specialization after removing tile limits (which I firmly believe needs to happen) is to make buildings actually cost. Right now I don't feel that I need to even care about the cost of buildings after the first ~50 turns (at the most). They're all extremely inexpensive relative to what you're pulling in, so why not build all of them?
[quote who="BoogieBac" reply="34" id="2751495"]Unfortunatly, we've run into some issues and will have to post tomorrow (hopefully mid-day, if things go well the rest of tonight). The big changes in 1.07 will be... - performance boost (Q/A seeing a 15-ish FPS boost in apples-to-apples save comparisons) - lots of memory fixes, including game-within-a-game and sound issues - tweaked calculation of unit group battle stats (shouldn't be as powerful) - grouped units s
[quote who="kryo" reply="19" id="2750423"]1.07 tonight if all goes to plan.[/quote] Oh, wait, crap. PAX work starts tomorrow. Well, at least I'll be able to play next week...
What disturbs me is that issue #1 is phrased as late-game only, when the core problem (at least for many) is that Elemental simply isn't utilizing GPUs in any measurable way. This is verifiable via hardware monitoring programs: Elemental goes to a crawl graphically without registering any activity nor GPU temp increase relative to system idle . Showing a few less polygons won't solve that.
It's also not just "we're showing a bunch of objects, thus we need to show fewer of them." It's the game refusing to utilize GPUs to any noticeable level. Seriously. It's easily verifiable (through hardware monitoring programs) on any machine with the problem. Fix it. Showing a few less polygons isn't a solution.
It's probably overpowered, but not by much considering how unimportant population growth is. This isn't a standard 4x game; more population doesn't equal more production in either linear or exponential forms.
One dragon makes every quest fight trivial.
And now, for something a little more positive, how about some discussion of the game factions? I've found that I gravitate heavily towards Altair and Magnar. The resource bonus for being Altair can make for a blistering fast start - Pioneer production constant from T1 and/or instant resource exploitation. Magnar is superb for focusing on early research, which I love to do with the Empire tech tree. I find myself picking those two factions with almost every single sover
Um, yeah, I've won the game via questing around turn 180 with stacks well over 1k in combat value. And that's without building up a military for a good half of the game. You're doin' it wrong, somewhere, somehow. If you're accustomed to 4X games, one thing is going to completely throw you off: in Elemental, population doesn't mean a damned thing. It's almost completely worthless until the mid-late game. The main thing that it does is permit you to build the hig
Play as a Royal sovereign and stack the Palace and Grand Theatre in one city. I got over 30 pop per turn.
One of the major issues introduced by tile limits is that players are heavily incentivized to play tetris to avoid bringing resources into direct connection with their cities. Not only is this heavily counter-intuitive (why does having local resources mean I can build fewer buildings?) and encourage all sorts of exploits, but the benefits for defence don't come close to outweighing the costs in tiles. I'd honestly suggest not having connected resources count towards the tile limit
That's about as good of a designer post as I can imagine regarding Elemental's release and future. That's a bit of respect won back, at least in my eyes. Good words. Looking forward to the actions that follow.
Buildings and/or resources should have adjacency bonuses. So put a research +% building next to a Lost Library, and it gets an additional research production bonus. Do this for all types of buildings, and suddenly city building gets very tactical and very awesome, and there's good reason to have resources within city borders. It'd even make fluff sense; consider why trade "districts" develop in real life within cities? Supreme Commander tried this type of thing, but
[quote who="Archonsod" reply="11" id="2742938"]Or just get the AI to prioritise it's targets correctly. A group of bowmen will usually kill the minion in a single turn of shooting, and anything above a man with a pointy stick will slaughter them in melee. But you can guarantee the AI is going to try and kill the hero standing at the back doing nothing rather than the units that are actually killing it.[/quote] Still wouldn't matter unless the AI stack attacked on the st
Good to know. Any verification of how the Influential faction trait affects influence?
[quote who="MxM111" reply="11" id="2742738"]Funny screenshot. I call it "my spider farm": [/quote] Awesome shot, lol! [quote who="MxM111" reply="10" id="2742734"] Did you report your first screenshot as problem with the border bug?[/quote] Not only is my first screenshot an example of the border bug, it's an example of how alt-tabbing out and back (to start Fraps, in my case) can remove the city overlays! :D <p
[quote who="Mistwraithe" reply="57" id="2742719"] Get over it and accept that there are fanboys on this website.[/quote] Of course there are, but calling them that just makes everyone involved even less likely to listen to reason. :p
Superb OP in every way.
My current empire, early on in an attempt at a quest win, in both rendered and cloth map formats:
It's still name-calling to label someone a "fanboy". Attack the ridiculous ideas, not the person spouting them.
Which is why you need beta testers willing to not make apologies and report everything wrong even if it seems obvious. Which, in turn, is a lot harder than it sounds. Hard on both the giving and receiving ends. That's why it bothers me, deeply, when people post that the game is fine and/or that Stardock will surely fix everything. The developers really do need to know when features doesn't work and products aren't acceptable. No, pure fl
I love it - even the glitches have glitches! [e digicons]XD[/e] The one I've been able to repeat happens both inside and outside of cities, consistently, and affects stats. Probably worth reporting the graphical-only version, if it hasn't already been reported.