ElradV

ElradV

Joined Member # 3711641
4 Posts 11 Replies 149 Reputation

Work out bugs, Re-work mechanics (tactica, magic, etc) Balance, Polish, Balance, Polish Add rich content, lots and lots of content...while trying to also capture that ever elusive "charm/character" that the games we love all have. It's all in the details, no part of the game should feel like someone took a shortcut. Then re-release it (expansion/whatever) - call it "Elemental war of Magic: Redemtion Edition" have people review that, then it can

101 Replies 49,690 Views

Ahh, yes this post was about a week ago - the file likely expired. Here it is again: http://drop.io/6qak3xq look for "bane" my leader and his army of 3 (its the only real army on the map). Attacking the city he is next to with all forces results in widespread panic in spite of being otherwise evenly matched. They do get a turn out before they panic though.

8 Replies 4,390 Views

[quote who="rossanderson48" reply="20" id="2740458"] Quoting charon2112, reply 1With a 4x game, there's always a way to rush win if you want...but what fun is that? I prefer a very slow build. Yep once I read he grunt rushed I stopped reading there because that is NOT A STRATEGY it's an EXPLOIT and can be done in ALL games. So this thread is dead next.....??[/quote] an exploit that can be done in all games? its more of a balance

23 Replies 15,068 Views

I've played about 5 games now start to finish and what I found is that some of the late game spells take too long to research compared with their "technology" counterparts. It seems tech points and arcane points should be somewhat balanced (as we see the costs of units/traits/builds/etc is very comparable point for point) Technology however trumps magic quite considerably as far as your return on investment. You can get 5-10 techs in the time it takes y

0 Replies 3,895 Views

Well my point is that its hard to enjoy a slow build when you know you can just take over the nearby city, and the one next to it and double your empire. Then where do you stop? I wanted to stop and build, but I couldn't rationalize it. I can set my own "rules" about how to play/enjoy the game sure, but I imagined on the hardest setting all strategies should be difficult to beat the AI with. Lets take it to the extreme, lets say

23 Replies 15,068 Views

Hey, just beat ridiculous setting (with 10 enemy AI also all set to ridiculous) on a medium map by turn 93. I have attached the file and will summarize how I did it in an effort to help guide Stardock towards better game balance and improved AI. (I have done it the other ways too, slow and epic turn400 buildsprees, quest paths, etc) If I can do it, im sure many others can also and even better - the game needs to toughen up. I didn't start out the game with this

23 Replies 15,068 Views

followup: I found out how to work around the problem and may help you solve this. Consider in the save at the battle I have 3 champions Leader (90% of army strength) Champion1 Champion2 My battle ratio to the enemy is 109 to 116 (fairly close) I noticed that if I go in with any combination of 2 units, the battle is no longer broken. This brings me to 3 theories 1: Battle is broken with 3 units 2: Some co

8 Replies 4,390 Views

What if organized only worked in your territory? and neutral territory? By mid-late most places are under influence and its hard to adventure there anyway. It would also slow down the super move 50 endgame deathsquads alot.

28 Replies 12,269 Views

Well beating early mobs = more gold/xp. More gold = more +resource buildings. More +resource buildings = more resources. all of this sooner than normal (upping your growth curve) seems comparable to a +resource trait. They also allow for some early rush options. They should be upgradable though - all units should be.

6 Replies 6,835 Views

I like this last idea, a sliding scale of how many rolls the player wants the game to make and average (1-10?) the problem is that the game balancing should be focused on some prefered "base" value (say 5 rolls) Do defense values get a roll too currently? Are there any examples of this kind of mechanic in other games? (Average of Offense rolls vs Average of Defense rolls) also the game is highly exploitable at the current state

130 Replies 3,365,648 Views

after DLing the (hotfix) version of 1.06 I experienced many bugs, here are the most notable ones (they are present in the save file) Battle Bug: 50% of my battles the enemy moves 1 or 2 turns and then stops moving/acting. Not reacting to anything I do, not even counter-attacking my attacks, they become non-responsive. I saw this a few times for minor battles, there is a major battle vs an enemy capital with many forces I am about to attack in the save f

8 Replies 4,390 Views

Perhaps a bit negative - I really wanted my feedback to have some bite. (I'll be positive next week!) I will add this, the patch turnover is very promising. Whoever the people working on the game right now are - they seem dedicated into the wee hours of the night. It feels like a well built house thats has many rooms missing some furniture and decorations and that need to be organized properly. The potential is very there, and its still a well built house.

7 Replies 27,027 Views

One campaign and 3 playthroughs later I thought I'd post the thoughts/fun perspective from a non-beta tester who has played decades of 4x games in the past and beaten many games at their maximum difficulty settings (Including SD's GalCivII with expansions) I'm sure many others have too, and I only mention it in an effort to give a little more weight to my thoughts/observations. My last two play throughs were on the hardest and 2nd to hardest difficulty setting. (I got to a

7 Replies 27,027 Views