[quote] And where can this .exe be found please ?[/quote] It was download from Frogboy's dropbox account. I don't have the link anymore because mIRC doesn't have a chat history, sorry. So I have a few more things to add about the new AI experience. First off I mistook Yithirl for Umber. Altar Very aggressive. conquered roslen and Kraxis. Aggressive Unit Designs: Alter will have extremely
jecjackal
I did try out one of the new binaries that Frogboy had posted. I have to see it is a very large improvement. Map Size: Medium World Difficulty: Normal AI Difficulty: Normal Number of AI: 9 (I was pariden, they were the other factions). So i ran into Yithril on about turn ~30. I normally would have attacked at this point but the leader had 7 att and 3 def at that poi
Nvm, I wasn't connecting to irc.stardock.com properly.
I tried connecting to #elemental using mIRC. I get the error unable to resolve server. Can someone help me connect to that channel? I"d really like to help with the AI testing. Thanks, Jec
Always trust the game over the manual. I've been playing since Beta 3 before the game has released and quite a bit has changed. (You used to have to be touching the resource node with your city....SPAGHETTI).
Could someone give me the IIRC chat channel/password? I would like to follow along since i'm on break form school (6 more months until i'm an engineer, yay).
The bonus Egalitarian could allow for more citizens to work. For example if we cut the current number of citizens down to 75% (so every 4 person was useless) Egalitarian could allow for 100% population utilization. I realize that there are more than 25% women in societies but some of them would either be already working, house keeping etc (think middle ages folks). If the population utilization went for 50-100%, the bonus would be too great. I do like the idea of the Ma
I tried this mod and I really like it. Combined with Kenta's Weapon mod and Heavefall's Expanded Factions mod, it really makes for a very enjoyable game. I do have one question though. Is the % of traps on goodie huts dependent on world difficulty? I had 4 traps in a row on ridiculous (almost killed Janusk lol).
Yea right now, the heavy armor IIRC only lowers dodge. While it should lower dodge considerably, I also agree about the 1 action per turn. The dodge penalty alone is not enough of a penalty to make lighter armors more viable. Honestly, who cares if I'm always hit if I take 0 damage?
[quote who="Glowing_Ember" reply="1" id="2848944"]Hmm totally different experience from me, i was thinking that the minor nations should be invulnerable and serve as a special shop for unusual things who will sell to anybody. Here's a question though, if you set the game up to play with 10 ai players will there be a minor faction ? I'm not even sure how many minors there are. do they retain there special shop status if they are taken over by someone els
[quote who="Werewindlefr" reply="10" id="2848786"]I'm not very fond of armor acting like a spaceship's shield. It feels totally artificial. I'd rather have a flat value + percent system (percent that could be determined from the differential between the weapon and the armor). Which would still allow for total damage avoidance in case the weapon is clearly outclassed, but wouldn't otherwise. The problem I can see with a minimum damage approach is that it could lend to an
[quote who="darklander0" reply="5" id="2848714"]Good post, good ideas. The one thing that does concern me is the strength of armor in EWOM 1.1. Currently a unit that has 20 or 30% greater defense than enemy has attack can defeat hordes of enemies without taking a scratch. So I would definitively go for defense penalty when an unit is flanked, furthermore I would propose than each non dodged attack when totally blocked by armor does one point of damage, with that mechanic, hordes of weaker cre
[quote]AI diplomacy is still broken. So you can declare war on a sngle faction multiple times in a single turn via the trade menu. Doing so can swell your coffers with gilder and materials whenever you find yourself running short. Its cheap, and obviously not working as entended, but totally doable. Also, this mean never declare war on another faction without 1st checking via diplomacy who will pay you the most to do so.[/quote] How does declearing war give you gildar?<
the tech is in the diplomacy line. I'm not sure which one (I only played empire in the beta so I can only confirm empire get diplomats).
try lowering the ground (to sea level) then raising it back
Magnar o Diabolical. Can convert resources to other resources. o Evil. Additional 10% penalty when fighting on opposing terrain. Read the manual. I realize some of it is out of date but wow I never remember this (check the talents to :)
[quote who="Aranneas" reply="1" id="2848534"]The type of serious combat overhaul you're talking about will result in a game of profoundly different character. Might I suggest that this be more appropriate as an idea for a modification, as opposed to a change to the base game?[/quote] I agree a mod could handle these changes if the APIs were available. I know frogboy said they were planning on releasing them but it would still be awhile.[quote who="Istari" reply="2" id="
For those who are not aware, Stardock made Gal Civ II. If you haven't played it, its worth checking out (and if you haven't a lot that i'm about to say won't make much sense). Combat Lets jump into the fun stuff. Combat in Gal Civ II was quite simple. each weapon on your ship rolled from 0 to N where N was the damage value of the weapon (Sound Familiar?). The defender would roll 0 to N of the defe
[quote who="Frogboy" reply="27" id="2848376"]This is good stuff. I'll be posting some journals through the holidays on what I'm doing on this. I also plan to be on IRC some during the holiday for those of you who want to hang out (in the virtual sense) and chat about this stuff. I may even be able to pass some builds from my machine back and forth.[/quote] What is the channel/password for the IRC. The primary concern I have with t
When bandits group together, they are still single units. They are just a stack of single units. No the only way to get a group is to train it. You cannot group your units together (into a party etc). You can move units together as an army on the map. This does not require a tech. To do so, shift + left click on the unit portraits (they will light) and then move them as normal. Alternatively you can select the tile the stack is on and then execute a mov
[quote who="Frogboy" reply="4" id="2846179"]Elemental has demons, dragons, drath, etc. that one can research up to. That said, I think there's a real pacing issue that needs to be addressed in the future. I am not convinced that we need 5 different tech trees. I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. O
I think that if cities had a natural "milita" then the early rush could be reduced. It is unlikely that dozens if not hundreds of people who follow a single person would not fight their invaders. It would be nice if some "free" population could be spawned to help defend. General Rules Every city level will provide a fixed number of soldiers to defend the settlement. Where I specify sizes (soldiers not levels), the appropriate tech is required. I know emp
Could a dev please answer as to what an Ambassador does? The description does say they produce diplomatic capital but I couldn't ascertain a function for them (my diplomatic capital did not increase after building one).
[quote who="impinc" reply="5" id="2845715"]1.1 comes out today. Why would they release another beta patch? I'm pretty sure everyone will get it when it's released.[/quote] Where did you hear that it comes out today?
I think the monster spawnings should not be tied to just the adventure tree but all trees. The benefits of the adventure tree will seem more important if there isn't always the downside of "Oh crap, I have to fight an even BIGGER drake" (Which admittedly is the fun:) ).