Ratatosk7

Ratatosk7

Joined Member # 3679355
11 Posts 352 Replies 388 Reputation

It still saves your settings for difficulty so idk what the big complaint is about. Personally I'd rather set my factions once than have the world difficulty override it each time I start a new game so I'm happy with how it is :P

12 Replies 10,311 Views

[quote who="Stuie_acs" reply="6" id="2844662"]You guys realize that the games does not produce truly "random" maps, right? It just uses a set of seed maps with random placement of resources. That said, I generate all the maps I use with Elementerra. See the sticky in the mod forum. [/quote] Tried it out today and its pretty great :)

9 Replies 8,996 Views

Well if you are wondering if you can still have... ...a fast guy with no armor and a pair of shoes run circles around the map while armies try to chase after him and you slaughter them without taking any damage. or ...a single unit with some basic armor that can take on a million spearmen without breaking a sweat. Then the answer is "yes". The AI has no clue how to fight in a tactical battle and there is little to no strategy outsi

8 Replies 6,548 Views

I like them both but both have flaws that can be hard to ignore, still play Sins with friends from time to time. That said I'm really looking forward to SoTS sequel hoping it sheds some of those flaws as it really is a very creative game where each faction is incredibly diverse. Just hoping the super lame trailer is not a bad omen.

58 Replies 195,023 Views

Both great space games. Sins is an RTS whereas Sword is a TBS, the differences increase from there :D Honestly Sins is the only decent space hybrid of TBS level strategy and RTS tactics I've seen. I recommend giving it a chance, there has to be a demo out of it out by now that you can try to see if its something you would like.

58 Replies 195,023 Views

They field cavalry, I field spearmen. They counter with light infantry, I rain down enough arrows to block out the sun. They fight in the shade, I send in war elephants. They respond with red shirts, I teleport in the borg. A guy can dream [e digicons]:borg:[/e]

26 Replies 16,964 Views

Probably the To-Do list that trails all the changelogs to start with. Hopefully more features such as spells from that contest to increase depth too. Some core gameplay fixes like *cough cough * diplomacy would be greatly appreciated too. If 1.2 is as epic as 1.1 it should be worth waiting for (though hopefully not too long!).

18 Replies 9,253 Views

Its not that overpowered. It costs a ton of mana, you can't access it until a late spell research, and you can't use it to teleport entire armies across the map or something crazy like that. Oh wait... Honestly I've thought of it like a cheat we use to help beta test >_

26 Replies 16,964 Views

[quote who="Trojasmic" reply="1" id="2846148"]yep agree... we still have a long way to go to get to that "just one more turn" hook. v1.1 is bug free tho. does that help? [/quote][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

72 Replies 272,863 Views

omg moar spelz yez WANTNAO! *coughs* Some of these are pretty interesting, all winners in my book :) My book being rather empty atm :D

64 Replies 134,471 Views

hehe same here Though with the latest beta patch I seem to crash every other turn (managed a 300 turn game in previous patch!) in early game so hopefully a fresh install fixes things after 1.1 is released or I think I am boned until next year :(

26 Replies 16,964 Views

Hey, don't nerf my elite caravan recon squad. They are just innocent peddlers, nothing to see here! First they take your talking wolves and then your caravan spies and next thing you know you have nothing left :(

11 Replies 6,100 Views

Maybe you have to bring them over to an allied city like a caravan? Caravans are the only thing I research in diplomacy line so I am pro at using them now >_>

11 Replies 6,100 Views

(Bored at work home and haunting the elemental forums for a bit) Any thoughts on bringing back the uncommon and rare tech variables, and actually making them uncommon/rare and for things that matter like mid-late game techs that are powerful like weapons/armor/building unlocks? I thought it added a pretty interesting and unique aspect to Elemental although I hated the way they were originally implemented (since they we

26 Replies 9,431 Views

Its related to some some Adventure tech for Kingdoms and Domination tech for Empire. I can't tell you more without referencing this thread as I need to tab out ingame to check it out anyways because the descriptions are ridiculous. I recommend bookmarking it until someone gets around to typing up a better description. https://forums.elementalgame.com/393211

3 Replies 3,179 Views

[quote who="Werewindlefr" reply="6" id="2845808"] Quoting Ratatosk7, reply 5 Singleplayer solution: just don't rush AI That's not a solution. If the game is flawed, it's not up to the player to compensate.[/quote] Well I don't see why this would need any 'solution' easily a dozen other ways to super abuse AI that they don't matter that should be looked into first. Ok then, name a single strategy game that has a 'solution' that doesn't involve massive early game che

28 Replies 42,788 Views

Well a simple standard ceasefire counter that you can enable as an option and set number of turns of in map creation would solve this, is fairly common in TBS. But really only useful in multiplayer. Singleplayer solution: just don't rush AI :P

28 Replies 42,788 Views