[quote who="Frogboy" reply="15" id="2693722"] If someone comes up with an interesting way to use it in multiplayer we'll certainly look at implementing it. [/quote] Careful what you ask for... Always impressed with this game's community. Developers that ask for feedback and pay attention to it, and Beta testers who will give 5+ pages of ideas to rummage thru. I have played many a horrible games that might have been playable
marconiaj
I guess it is hit or miss, I have played games where the AI was right next to me for over 200 turns and never once attacked me. Checking their info, it states I got a +2 for outmatching them, and a +1 for having the same allegiance. Looking at this info I can assume that the AI will always attack if they think they can take you. Not sure how it is calculated, but I assume it goes off of your army's total combat value. With the current Beta I try to get spe
1. Awesome 2. Awesome 3. Awesome 4. Awesome 5. Awesome 6. Awesome 9. Awesome 10. Awesome " As of today, the game is now sufficiently ahead of schedule that the Stardock team is no longer in “crunch mode”." -- IS freaking outstanding! Eagerly waiting for the next release </stro
If they keep this up i'll be able to get rid of my steam account. Wish there was some way to transfer my steam games over to impulse.
[quote who="eteq" reply="14" id="2694586"] Quoting Symondus, reply 3Furthermore a way to combine individual soliders to parties (once the tech is available) would be nice. +1![/quote] not sure it would work with experience ect.. the way units are currently treated (as 1 large unit and not a mass of individuals) the units to be merged would all have to be the same type. How about the ability (once tech is upgraded) to have a unit in a cit
I like the ideas, I wonder if there are any bonuses to units within the influence of their own city. Diplomatic capital then could be used to spread the bubble of your lands quicker ... or if two opposing factions borders are touching, it could be used to push back their borders. giving bonuses to your units that are more "In supply lines" or something like that.. or maybe eventually overwhelming a city and causing it to convert to your side. Every update gets me more a
If someone comes up with an interesting way to use it in multiplayer we'll certainly look at implementing it. Uses for diplomatic capital in MP: The ability to steal a city or unit, come to the dark side.. we have cookies! The ability to challenge a leader for control of a city or unit.. trade window comes up .. you spend your diplomatic capital stuff to take one of their units or som
[quote who="DeadlyShoe" reply="70" id="2691070"]I would dearly love if unit groups were handled on a per figure basis, ala Master of Magic..[/quote] I second this notion!
as a side feature i would like it so that if you take a town, you get 1 or 2 items from the players vault that you defeated. this would be a random item. hmm I like that idea!
Giving Beta 3C another run though, and to my amazement (and joy) I was able to play through a large chunk without any CTD issues, all of the CTD that I ran into are already posted as bugs and most of them I was able to recover thru a saved game. A couple things I noticed, that I did not see a thread on: The ability to have a unit placed in guard mode, or stay put mode. When commanding many units on the map, and using the auto end turn feature. It would be cool t
The problem is not really with just bows and spells, but stats in general. All units end up being basically glass cannons because you can't make them with high HP, and weapons get high enough in damage to just one-shot them. Even having 20 defense on a 10hp unit (about as high hp as you can get with the +5 hp accessory pack) doesn't matter when the opponent is using 40 damage weapons. I agree
This post has been quiet for a while, has it moved to another thread? I would like to keep it going as to my, Inventory, items and inventory management is very important in any RGP type game. Specially with the amount of strategy being packed into every turn, anything that speeds up or makes more sense of the inventory system is a bonus. Does an improved (more mature) inventory system have a spot in the beta?
I am impressed when I see the Dev Blog list out pages of changes and updates, even with such a quick turnaround as Beta 3B to Beta 3C. We are finally starting to see the major game elements come together and interact with each other. I'm still not liking the city building system. I'm still inclined to create starfish cities, especially in early game, because it can move my borders just enough to grab a needed resource. An
I am also seeing this, I assume it is due to a high amount of traffic on the web page. I will be waiting until later tonight to submit my bug reports.
CTD when clicking end turn as well, debug file: http://dl.dropbox.com/u/6015264/04162010debug.err
I think this goes along with another post I'v seen, to incluse a paper doll for inventory. Beasts and such will just have a different paper doll with different slots.
Impulse TV has stopped me from buying a game that looked cool from other riviews and a trailer...but once I saw the gameplay, I realized I would hate it. On the other hand I'v purchased 3 games from Impulse after watching the gameplay and realized I either missed the game or would enjoy the gameplay. There are two few reviews and trailers out there that actually show the gameplay and gamers experience. I think every game on Impulse should have an Impluse TV spot. An
Any thought on monster items? Collars for war dogs, charms for flying things... armor for horses? Armor for the Bear Cavalry I hear everyone asking for? Also will there be armor sizes? Will my 700lb troll fit into the same armor as an 85lb scout?
Check out the inventory system on "heroes of Annihilated Empires" It uses both the "Paper Doll" system and the "double click" system. when the appropriate item is double clicked it automatically goes to one of the empty inventory slots. Also if it included the abilty to mouse over the items and give the difference in stats, it would speed up the equiping of items. Example: I pick up "Super Cool Sword of Badassness" I mouse over it in my general inven
This has been noted in a few bug reports, BoogieBac said: "Yeah, a fix or this is in the works for next week....it's a tad more complex than it would first appear" https://forums.elementalgame.com/379826
Have not played this game in a long time, decided to pick it up online and give it another shot. Started up a skirmish as the elves against the undead... had no idea how much the undead looked like something from the LOTR.. the firey "All seeing eye" how the trolls looked.. exactly like they tried to make it look like LOTR .. It does have some interesting features though... you can either play rgp style or.. turn your hero into a statue for 30 minutes and go into an RTS. Persona
would be cool if this was on purpose, using created sov's as bandits and maby even the ability to recruite them.
Created a city in a choke point and expanded the city , the Soc will not move past it, can only enter the city and leave the city from the south. His unit can not move thru the city. He can also not move from within the city to north of the city as it has expanded in that direction. Reference save game, cannot get Sov to move to the quest site, or to the red shard.
1Z is out, downloaded and played. I like what I see, but too many crashes to desktop to think about multiplayer at the moment.
After moving close to one of the shards (red) and attempting to create a second city, the game crashed to desktop. http://dl.dropbox.com/u/6015264/BAutoSave.EleSav This repeats if loaded from save game. (linked above)