theratster

theratster

Joined Member # 3664973
3 Posts 20 Replies 288 Reputation
Reply to First game in War of Magic

Hmmm, If I might ask, how many turns did your game last?

4 Replies 6,679 Views

"Something else I've been wondering, when you conquer a wild lands, does it stay a distinct area, or does it convert into 'regular' grounds" I was wondering about that myself. Is it conquerable? Is it "pushed" in by your empires influence?

40 Replies 34,426 Views

I dont know, I mean Steel Panthers basically is ASL. I beta tested an SSI game years ago (Soldiers at War, I think was the title). It was turn based tactical (think XCOM with better graphics and WWII equipment). I thought it was good, but it was a commercail failure. It was near the end of SSI, I thnk right around when they were bought out by Mindscape. Anyway, Matrixgames alone has tons of good wargames, TB and RTS, add shrapnel, and battlefront and other lesser known

169 Replies 339,268 Views

Ah the 80s, a fine decade for strategy gaming... Anyway, everything scales, a lot of the early SSI games were done by 1 person, no team involved. Also, if you recall they released Wargame Construction kit eventually, which was essentially the engine they used to make more than a dozen games. I think, since the artwork was minimal (back then, relative to today) a lot more emphasis was put on the AI. Its nice to reminisce, I used to love the SSI game manuals, which contained all

169 Replies 339,268 Views

Its cool that the AI picked up on the cheese right away.

34 Replies 116,738 Views

Just to comment on Brad's comment concering when you start in a good location it gives you a great advantage over the AI, and when you dont vice-versa (paraphrasing). This describes every version of Civilization released. While I would not call the CIV AI good, it was adequate (in all versions). Any early advantage (if exploited) has the pssibility to become overwhelming, in every game (strategic) I can think of. I'm Not sure if this&

40 Replies 150,768 Views

Does there really need to be global (one side at a time) turns. Kings Bounty handled this very well. Units (Not sides) moved based on initiative. Some units had special abilities that negated counter attacks, or triggered other effects. Counter attacking is already in. Its just one side moving all of there units before the other does allow for a half turn win. Didnt have time to read entirre thread, apologies if this is redundant.

93 Replies 34,041 Views

To answer the question, yes, sort of. The Dragon can be had as a quest reward, and he is awesome (does 96 points of damage against everything he breathes on). Anyway I hit a capital city, in which there were 35 units, plus my 12. It was seriously crowded. Didn't look like the pic exactly, but the numbers are possible.

72 Replies 53,810 Views

By the way, it also helps in Civ that you can queue up future buildings/units at no cost until they start building. Elemental penalizes you for this by costing resources in advance for every building/unit you queue up, encouraging you to wait until the current building is finished, which adds so much to the micromanagement . -Excellent point, hadn't <span style="

17 Replies 29,771 Views

None of the CIV's had "good" AI. They were all easily beatable, as is Elemental's. It's hard to think of a game in recent memory that had "good" AI. SSG (many years ago, 1980s) used to build their games around the AI. Meaning, if the AI could not handle the game mechanic it was not put in the game. The sad truth is AI does not sell games; graphics, interface, gameplay (and of course adverstising) sell games. Most players will never discover the game has poor AI,

82 Replies 155,880 Views

The maximum stack outside a city is 12. I don't know if there is a limit inside a city, but I cornered one of the computer opponents in his last city earlier today, he has 35 units. This results in some bizarre situations, with catapults stacked for instance. Also, given the current state of the game, the AI doesnt appear to actaully have too pay for any of those units. Question; 1. What is the stacking limit in a city?

2 Replies 5,026 Views

I've seen this too. Also you can keep building it over and over again, it shows up underlying other cities and reduces your research time to 1 turn, for every tech. You can really burn through the tech tech tree this way. In fact I've had 2 games so far where the lost library was available and the bug was repeatable in both.

12 Replies 4,268 Views

I ended up replacing my 8600 with a 9500. This eliminated ALL of the video issues I was having, including the CTD. Only played for about 2 hours last night, no issues at all. Nice!

3 Replies 1,552 Views

Once you've completed the wolf quest you can crush the AI. Makes for a very short game. As stated though the beta isnt the game, so I'm sure this is/will be addressed. Cant really get an epic game as eventually I hit a bug and cant continue. The bug is part of the saved game. Have gone over 1000 turns though. Can't wait for the release!!

15 Replies 15,296 Views

I finally got around to marrying one of the hero's. 3 boys and a giril so far. Anyone else building a dynasty? Much cheaper to keep it in the family. [e digicons]:P[/e]

20 Replies 13,108 Views

I have been able to reliably re-produce the crash too. Selecting the kingdom report, causes this crash to occur everytime now. No debug file created. After reading the beta before posting thread, this could be a video driver issue. looking into it...

3 Replies 1,552 Views

I've had some random CTDs that occured during gameplay. Only thing in common was the logged event, all identical btw; "Faulting application elemental.exe, version 0.8.0.2, faulting module msvcr80.dll, version 8.0.50727.4053, fault address 0x00050458." DXDIAG link http://pastebin.com/Fs7YdJ76

3 Replies 1,552 Views

Limited resources can be cool, but it should be an option. I like the fact that resources can disappear in other games (civ for example) and/or be literally used up in a linear fashion (spaceward Ho!).

69 Replies 130,867 Views

So let me get this straight, you MUST spend essence to create city/towns? Is this correct? You are not required to spend essence to maintain a town/city? If so, would'nt it be bettter to let your opponent create towns/cities, and just capture them, if there isn't a corresponding cost in essence (which I understand to be finite) to do so? Or does the original creator get the essence back, if a city/town is captured?

77 Replies 165,035 Views