Black-Knight

Black-Knight

Joined Member # 3831966
106 Posts 365 Replies 752 Reputation

Essence is indeed a good concept but needs balancing really bad. For example the building that allow me to increase essence are useless since what I get in the end is twice as many EMPTY spots of essence, they should instead speed up, a little, essence regeneration (a little!) Then after playing 200 turns in frustration with the opportunity of having 50 points of essence which never reloads, children come along!! They have 200 points of essence which regenerate during battles

0 Replies 2,835 Views

The weird buggy unintuitive movement system (EI walking through woods can cost from 0 to 2MP depending on the siuation!!) plus the fact that certain woods are unrecognizible on the 3D map (spolied trees make them look like plain terrain) force me to play all games on the cloth map. Which is a pity becaus ethe 3D map is otherwise very beautiful and fun to watch. Anyone has the same problem? Should those things be fixed?

1 Replies 3,499 Views

[quote who="Dhraconus" reply="12" id="2780873"] Quoting Fading_Suns, reply 10"Please fix the optimum path algorithm Stardock. Equally bad things happen around settlements where my troops will often walk multiple squares in the open beside the city when they could just step into the city and step out the otherside for way less movement." I thought that it would be easy to have my armies take a shortcut through cities, but that seems to eat all of my movemen

20 Replies 16,436 Views

What makes a unit spend several turns without regenerating mana or hit points (one turn should be roughly the equivalent of a couple of months, considering the children's age), then suddenly as soon as an enemy is presentthat same units starts regenerating like crazy. I believe the mana regeneration should be constant (a little faster than usual) and the hit points regenerating should be triggered by something: maynbe the fact of being hit. Otherwise it just makes no sense that if I n

4 Replies 4,922 Views

[quote who="stax77" reply="2" id="2780406"] Exiting cities costs 0 MP because it is not considered movement, it is considered ejecting an unit from the city.[/quote] EJCTING from a city???? HAHAHA what is it a falling airplane? This game need some serious fixing, the fact that they used squares instead than hexes is the first sign that their ideas weren't that clear!

18 Replies 283,867 Views

Another thing that I find unbearably annoying is that when a unit ends its movement in another unit's tile they both get the same movement points, which is an aberration of the usual logic formula: If they keep moving together they can only do so as long as both have enough MPs, but the faster unit SHOULD BE ABLE TO SPEND ITS REMAINING MPs, which in this game instead are lost as soon as the two units get together. Horrible!

18 Replies 283,867 Views

Sometimes attacking an adjacent tile cost movement points sometimes it does not. Enter a road tile costs 1/2 Movement point, while cities cost 0 MP... to exit (!?) This is how movement is usually managed in wargames: MP are spent by ENTERING an hex (you know those "tiles" with six sides which make things realistic :p ) Entering a road or a city usually cost 1/2 MP Entering wood hexes or hill usually cost 2 MP (or hills sometimes cost 1 MP like regular terrain)<

18 Replies 283,867 Views

[quote who="Star Adder" reply="36" id="2779952"] When you imbue a champion, it costs -1 mana to maintain. When you summon a creature, it will cost -1 mana to maintain. Thus, if you want an army of spell casters, it comes at the cost of having your sovereign being as powerful as he could because he's sharing his power with so many minions. Errrrm, ... not trying to troll or anything. But why didn't you think of that in the first place? And why don't you si

45 Replies 28,117 Views

The mana pool is a good idea, all these concepts sound like the Age of Wonders system: with "shards" instead than "nodes" but that definitely works so I have no problem with it. Still you have a few overpowered units in the game. The "spy" for example can be devastating: it can inflict 20 points of damage per turn on turn one to every single enemy units. Make an army of them and nobody will be able to survive turn 1 of any attack. Regarding the AI, I followed the way AOW evolv

45 Replies 28,117 Views

[quote]BK: think Robert Jordan: WoT transportation modes. That is what I was alluding to. I really like how he handled it.[/quote] Sorry I am not familiar with that book/game - But the whole concept of EPIC always turns around a long travel. The exact opposite of what Teleport brings. Go look at the Age Of Wonders Shadow Magic forum: they burned the house down in order for the developers to make teleport optional. Pages like this prove how much the AOW community was

40 Replies 101,628 Views

I would remove teleport completely or make it optional. But if it stays I'd say limit it as much as possible!!! Only the caster can use it for SINGLE units, only heroes not armies or stacks EVER EVER! Listen, just get rid of it, why even bother making a huge map with mountans and seas, build boats or having horses or any other trivial movement enhancing (1point big deal!!) item. You want an epic feeling, but then you can just have your best heroes instantly come back from the war and

40 Replies 101,628 Views

Besides, if the whole point is winning, the AI cannot pursue a diplomatic victory because me as a player won't accept to be the last one to ally to an AI faction thus making it win, so why should they allow me to have a diplomatic victory? maybe I am missing something about the way diplomatic victory works, but it seems a bit weird every time the AI is forced to act realistically while the player just want to win a game.

12 Replies 8,719 Views

[quote who="Chibiabos" reply="4" id="2773978"]That's utter hogwash, frankly. I wiped out an AI that declared war on me, and my reward for survival is suddenly everyone wars with me?[/quote] Which part of "A FEW FACTIONS" is not clear in the title of this thread? You can win a war and that's OK but if you start to methodically destroy anyone you meet, that's a bad sign from any point of view, besides that is coherent with what would happen if you played against human oppo

12 Replies 8,719 Views

Hi everybody, I love this game. Yes it is horribly buggy at the moment but they will slowly work that out. Hey frogman, you knew this game was ambitious, so don't be disappointed if it takes longer that you though to get it perfect! RPG ELEMENT: IMO the RPG element is great and they won't have many problems improving that. CITY SIM ELEMENT Also I believe they will manage to balance the city-sim aspect of the game although that woul

0 Replies 3,035 Views

There is a custom patch for the crashes, somewhere. It allows more memory for the game so thatg it still leaks butif you have enough RAM it doesn't crash. (I have 4GB never crashes, only may become slower after 10 hours of playing). https://forums.elementalgame.com/393090/page/2/#2764591

13 Replies 4,665 Views

Same difference, if you make an intimidating sovreign, you can then just give him a big weapon and kill anything while the enemy poops in their pants. They don't move, fight, react to attacks, nothing: they just wait and die. Intimidating is way too powerful as a skill, even elementals and super natural creatures are afraid!

8 Replies 4,186 Views

[quote who="kryo" reply="2" id="2772695"]Are you facing an enemy sovereign with the intimidation trait?[/quote] That's probably the case but then that trait seems a bit overkill does it not?

8 Replies 4,186 Views

Please guys watch out teleporting spells: it was a huge issue with Age of Wonders Shadow Magic Multiplayer: people complaining that the enemy would just pop out of nowhere and win the game thus defeating many turns of strategic planning and troop deplacement. The developers of that game just surrendered and added a teleport optional feature. Please consider that for the sake of strategy and game balance. (what's the point of having huge maps if you can just jump around as you wish, one thing

2 Replies 868 Views

Regarding strictly the movement issues, IMO there is a wrong concept at the base of the mechanics of this game. The fact that the developers admit they don't play/like wargames (they hate hexagonal maps!) is a clear premonition for things to go wrong (sorry guys but it's true, you cannot make a wargame if you never liked them, in fact the city-sim and the RPG aspects of this game are brilliant, but battles are a bit dull). For example as I already pointed out several times ENTERING an

2 Replies 885 Views

Right, I mentioned that several times. Lots of strange things happen actually when you reload a game: units spawned the same turn disappear, new locations/treasures/resources appear out of the blue... Who knows what else. It's like if when a turn starts the game introduces new things but don't immediately records them, so if you save and reload those things are not there anymore. Another example related to this is territory. When you conquer a city that very turn the game don't ac

2 Replies 885 Views