Essence: I'm going to throw out this idea. What if you could muliply imbue a single character with essence (assuming you had it to use). Think of the following. If you found a badass champion, wouldn't you want to make him more badass? So here is what i'm thinking. Essence = 0. Normal character Essence = 1. Caster Essence = 2+ (10% bonus to all stats, might have to tweak the number). So if your sovereign starts with 10 essence, he basi
jecjackal
arthmetic underflow for the win.
[quote who="Scutagira" reply="14" id="2904853"] Quoting troglyte, reply 111. Get rid of the store altogether. It does't make sense that I'm going to this store to buy uber equipment. I'm the damned King. Where did they get it from? I had to research it now they're selling it to me? Doesn't make sense. Items should be something you create with metal / magic crystals. Equipment for heroes should suffer the same restrictions as equipment for troops. Not only that, but
Nice. This is a good read Stardock.
[quote who="Kestral2040" reply="132" id="2860778"] Quoting Lord Xia, reply 126Well, Toby, I could boycott your post due to you avatar, it reminds me of how my girlfriend dresses her dog up all the time and then I have to pretend to feel something other than disgust and sympathy for a tiny, tortured creature. hey, she liked it! someone's gotta rock the pink stardock hoodie[/quote] First off, that's a damned cute avatar. &nb
[quote who="Alstein" reply="33" id="2859633"]I think hexes are better also, but Brad doesn't, and that's what counts. [/quote] Hexes are better than squares because they are more than a quadrilateral, they are a type of SPELL.
A new form of undead. What is special about this undead unit is that if you do not deal exactly the amount of damage to kill it off (can't go over), it will immediately resurrect at full health. Empires should be able to kill friendly units on the battlefield to "improve" morale
[quote who="kapeman" reply="27" id="2857337"] Quoting Derek Paxton, reply 25 In my opinion the first fix for caravans is to get a warning indicator in the game for when enemy units are in your lands. By biggest problem with caravan attacks is that its a surprise that monster was there at all, requiring me to scan my lands every turn (not going to happen) or have monster attacks seem effectively random. If we still have problems af
The current most advanced form of AI is the neural network. Some games have been incorporating it (I know Black Prophecy stated they are using one. I'm in that beta and it really feels like you are fighting a human.) The problem with neural networks is that like a newborn baby, the AI is ignorant. You have to teach it (sound familiar). What generally happens is that the company teaches the AI the basics of the game and those neurons have their sensitivi
[quote]Also it seems when I alt tab out of the game, my custom sovereign's portrait changes to Janusk for some reason heh.[/quote] Who do you really think is sovereign?
Hold on, there are boats in this game? I think water was a mana sink via the raise land spell.....
Guard is a wonderful ability. It activates when you are trying to turn the grid on and forget that command is ctrl+g not g :(
[quote who="Satrhan" reply="6" id="2852637"]Here's an idea; I've always found it a little odd that you can train 'veteran' troops. How about changing those options to training options? So the lowest level would be no training, basically giving your troops a weapon and shoving them out the door. Production time would be 1 turn, though maybe material costs would have some influence. Next would be basic training, where you take the time to explain how to hold the weapon and which end goes into t
The unit groups are particularly time intensive for training. I play on epic as well as they forever to train. A group of 3 empire soldiers takes around 20 seasons to complete. I understand about the barracks, call to arms and the other method of producing troops faster but it is a little absurd at the moment. I've never had to wait more than 5 turns for a huge hull ship in Gal Civ 2. This was because they took the production approach, not a time approach to training. W
I loved how 2k games promised they would eliminate the "cottages" to only have them replaced by trading posts....lol Anyway... Combining the two forms of resources would be great. If the "revived" land could possibly trigger the mines/fertile land, it would be even more spectacular. Right now there is just a small combat advantage for fighting on your turf (I guess Tarth likes flowers and Yithril likes mud?)
I believe only heroes and sovereigns can retreat.
When I play a game of Elemental, I get the feeling that it is a little too "chunky". What i'm referring to is the fact that all of the changes in the game, whether they are technology upgrades, or production come in rather large chunks. Technologies take a while to research and give large changes (in most cases) and units take a while to build. Here are some thoughts on the matter. Production Curr
[quote who="Derek Paxton" reply="1" id="2851805"] Soon.[/quote] I thought "Soon" was trademarked by Blizzard. [e digicons]:annoyed:[/e]
Could I make a request for some magical staves? Right now there is zero caster grade equipment in the game and I think it could really help out with magic.
Instead of granting xp for free just for existing, maybe we could have a "training grounds" for champions. Basically you give an order that equates to "Hone your skills". It would slowly trickle in xp but the champion is otherwise disposed. This is great for when you don't need as many defenders or if your heir just came of age (and isn't powerful enough on their own).
I'll have to check this out. I like the idea of some buildings draining mana.
You can only build the spider nest on the spider resource. Upon researching the tech, atleat 1 of the unit spawning "camps" will spawn. Then you click on it and build upon it just as you did to build a farm on fertile land.
[quote who="Sethai" reply="81" id="2850647"]btw, i personally think the AI would do better with a bunch of premade units. i don't think there's really enough variation in the system at the moment to warrant unit design.[/quote] I agree. Until more variety in equipment comes out, premades would reduce the risk of odd behavior in AI equipment. I have some suggestions on how to add some flavor to the game. Its incomplete (in a balance since). <a href
[quote]Anomalies: There are a lot of 'incremental advantage' sort of goodies in GalCiv that I feel might make sense and give us a lot more variety than the current 'PILE OF GOLD' 'OH LOOK ANOTHER PILE OF GOLD' 'MY GOODNESS IT'S A POINTY STICK, WE DON'T EVEN KNOW HOW TO MAKE THOSE' - like, 'You find a beautiful stone statue from before the cataclysm, still relatively intact and consign your peasants to return it to the nearest city. This should attract more visitors and migrants to our town. +
Those are two of the 4 "Kingdom" only allies. You spawn those resources when researching the "ally" techs in the diplomacy line. As empire, in the cooperation line you will see some techs that spawn darklings, devils, and two other things I cannot remember. Because you are Empire you cannot ever make use of the spider's nest.