Depends on if you play manual or game probably ;)
Ratatosk7
[quote]Yes i can imbue another champion, but man it takes 25 mana now! [/quote] Thats practically nothing, and you can remove/add it right after combat, next turn, basically anytime you want outside of combat. Also you can cast it from anywhere in the world with no loss of actions for caster/castee.
You should have seen it in the last beta test when every AI had Swords of Wrath and could seemingly spawn them on their children from start :D
[quote who="Trojasmic" reply="68" id="2848626"]Elemental: War of the Beta Testers... I like the sound of that. Where do I sign up?[/quote] Less war, more testing :D
I'm actually still playing that game and they are in my borders (told ya it was epic!). For some reason they stopped giving me iron armor/helmets and idk why but I'm at the point where it really doesn't matter so I might kill them off to see if i get those orcs you are talking about [e digicons];P[/e]
Just curious for those of us that are insane enough to actually try experimenting at this stage. If you make a Human leader and use a Fallen faction or vice versa are you not able to use any of the armor because its 'large' or some such?
Some people might disagree, but the Int requirements are decent for Champions. A starting champ can use heal, one with a couple levels can start using spells like arcane arrow. The addition of wizardie type equipment that boots Int would be great too. The issue with Sov ignoring Int requirements is pretty damn annoying as it removes a lot of strategy and makes having a wizard style Sov fairly pointless when a dumb berserker Sov can use all the same spells to the same ef
[quote who="TheProgress" reply="16" id="2848248"]How about actually never seeing the AI attack another player? I had two ridiculous AIs declare war on me, but all their armies just sat around doing nothing.[/quote] Oh this brings up another common player tactic that AI should use. AI should stack its war armies on the border of the player before declaring war. It can then march in and stomp the area a bit. Though Teleport really breaks the game a lot, this AI
There also seems to lack a Leader Editor. There is only create, delete, and save, from what I can see unless its hidden in a menu somewhere. Its kinda of annoying that the leader creator can only be accessed several steps into the new game menu instead of easily accessible like the other editors. Additionally it seems like it doesn't actually save your faction history text, pretty annoying that when you write several paragraphs of it.
Obvious troll is obvious.
A lot of the steamrolling for me is tactical AI which I think you mentioned you aren't involved in. Not counting lack of equipment variety and stuff like that. I think the strategic level AI has come a long way though, a few points I can think of for improvement: Pioneers are still a bit of an issue, and if at all possible I think you might want to program the AI to settle near their own borders and not expand past an enemies border to setup citie
Basic Advice In case no one has mentioned it yet, always get Mobility spellbook. I think there are some enchantments that increase your movement which is nice, but the main reason you get this is for Teleport. This is a ridiculously overpowered spell that allows you to transport your caster and army to any tile in your border. You can shove all your units into a group to attack a neighboring AI thats blocked you in, overwhelming them with the ability to
[quote who="Werewindlefr" reply="9" id="2847535"] Remember the FUN AI vs competitive AIlecture from the CIV devs? One of their most clever lines. Stardock, please don't forget to consider this: the AI needs to play to win, and nothing else. "AI personality" should never replace that; it should at most influence the direction the AI will take to win. I mean, it's nice and all to have the world feel like it's living and that you're confronting other leaders with personaliti
Oh god this game could benefit immensely from copying borrowing a lot of stuff from Age of Wonders. Though sieging sucked till Shadow Magic ;) My cities pretty much never get attacked by the time I get walls (wtf is a hedge wall anyways, bushes?!) but from what I hear its no different from a regular old boring tactical battle. Edit: Just noticed you typed more stuff but for some reason made it bl
[quote who="Mtn_Man" reply="11" id="2847076"] Quoting Delmoroth, reply 1Yeah, you should basicly never auto resolve. The game acts strangly when you use that option. So it's not just me then. I've seen similar instances where my overwhelming forces will barely scrape out a victory against a lone bandit.[/quote] Its nice when your OP seven hero army encounters a bandit/wolf early game and you autocalc and then 20 turns later realize your spouse died
Maybe even vampires that sparkle! [e digicons]\o/[/e] [e digicons]:\[/e]
Lets just say its unrefined for now to be nice since they are working hard on it the past few months [e digicons];)[/e]
I like this idea a lot. Changing the shop to a more forge type area with associated flavor would go along well with this. Perhaps as you tech up in various lines more graphics/animations are added like larger forge some weapons lying around as you research higher weapon tech, or an alchemist is added when you research magic artifact tech. Bring the looks from a really basic blacksmith type area to a massive alchemical forge where you create legendary gear. Minor faction
OK its Picture Time! So basically Minor Faction(s) is a win button with bugs attached. You can buy a Longsword as mentioned above for your Sov and hero units. You can also buy a Helmet that gives 3 armor and a chestplate that gives 4, for a whopping total of 7 armor for 135 gildar. Interestingly though only heros can buy and equip the armor, and trading it to the Sov won't allow them to wear it, kinda like how cloaks are bugged for most heros. Possibly if allowed to lev
Why auto-calc the final epic battle :(
Alright, time to continue that game, abuse that shop and send my Sov after other nations :D Coincidentally this was also an Elementerra large map I created. I'll post a screenshot of the shop for anyone interested. Some more info to tide you over before picture time. Faction seems to spawn with leader and spouse like AI (spouse text: "I desire a family, my lord!" lol). As mentioned earlier they have a real beefy guardian unit: Sandcrawler Shaman 4
I got a little bored waiting for 1.1 last night so I decided to sneak into Stardock HQ and I found the following pictures of Stardock's new employees. You may recognize them due to their effect on the industry. Project Manager <span style="
Now I've been playing Elemental for a while now. My settings when starting a new game don't change too much as there isn't a ton you can modify. I've had that Minor Faction thing checked and I've yet to see or hear of such mythical things. However unless I am incredibly unlucky they now have been added as of 1.1. Behold the ILYAN OREKEEPERS! <img style="vertical-align: middle;" src="http://img227.imageshack.us/img227/6465/screenhunter03dec150249.gif" alt="" width="298"
You may want to try a ridiculous world difficulty setting before you think changing this is a good idea. There is a good reason I usually set world to hard and then set AI to Ridiculous 'manually'. I also like to mix up some hard and extreme AI too, to theoretically create imbalance between AIs leading to smarter ones crushing dumber ones.
I admit I did not read the entire super tl;dr post above me (no offense). I agree with you there is a huge issue with exploration being almost pointless atm. Coincidentally there are also constant complaints about the exploration tracks. Now using my magic powers of logic, I think maybe we need to move Exploration out of the tech tree and into the hands of Explorers. Would it be that bad if all those goodie huts were on the map to begin with, just having a difficulty tag or something attached