[quote who="Blaze of Glory" reply="6" id="2837701"]I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in m
Gene1966
[quote who="Blaze of Glory" reply="6" id="2837701"]I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in m
Brad, You wrote, "If you guys see anything wrong with the strategy I employ, let me know." Early Game: Build town, recruited a couple NPCs, sent sovereign out to gather goodies. Observation: Need more choices in what to build early on. First rule in this game: Any sovereign I can kill, I will kill." I find that a bit xenophobic... maybe tone it down a bit with the RP part of the RPTBS such that any opposing faction y
Reposted from https://forums.elementalgame.com/400279 I assume this has not changed yet... But was noticed on the last production 1.09 version. "Brad, you wanted CHEESE, here is my cheese. The current AI is flawed in that it does not react to the following situation. AI 'X' decides I'm a good target and attacks my newest outpost, while I may be weaker ATM I used summoned creatures and magic to break th
sort of like viewing the dossiers for arranged marriages?
[quote who="Heavenfall" reply="1" id="2829151"]As is? No. Come back in a month, I would say. They're working on a great patch that is currently being open beta-tested that will push the game from being mediocre to quite decent. [/quote] This. I am not trying out the Beta, I know I would just be disappointed but I have time so I'm waiting, the Game definately has potential!
Good Question, I have not a clue... Do you have Building Queues in progress at towns where you have negative citizens? Maybe SD needs a better way to represent cost and communicate them more intuitively. I hope this is some of the stuff they polish in beta.
Intelligent Post Shark! You make a strong case... Hope the powers that be will hear...
I have seen the same issue with the Tactical autoresolve as you say the AI seems to not finish it's turn and leaves you virtually hung in the game. W/o the autoresolve button the game WOULD be hung. This was in production 1.09. I hope SD tracks that down and squishes it. It might be hard since I noticed it only occasionally occurs and those occasional issues can be difficult to root cause.
[quote who="Derek Paxton" reply="165" id="2826365"] Sorry all. The beta build isn't passing QA. Even though it is just a beta, and issues are to be expected, it has stability issues we want to address before releasing. We are pushing the release until tomorrow to give the developers some time to investigate. I apologize to those who have been patiently waiting, we have more work to do on our end first. [/quote] <p
[quote who="Wintersong" reply="65" id="2825830"] Quoting Gene1966, reply 40 I will not be a willing Beta Tester when I am a paying customer, but my enthusiasm for this game is so great that I will point out things that I think are absurd and question the rationale behind them in case I am just missing the point. I will also point out perceived incongruous statements made by official SD personnel... Actions speak louder than words.... I did however
I will not be a willing Beta Tester when I am a paying customer, but my enthusiasm for this game is so great that I will point out things that I think are absurd and question the rationale behind them in case I am just missing the point. I will also point out perceived incongruous statements made by official SD personnel... Actions speak louder than words.... I did however used to be a professional QA tester and Test designer. If I am compensated as a contractor or employe
[quote who="Heavenfall" reply="24" id="2825527"] Quoting Gene1966, reply 22 Quoting Heavenfall, reply 19Gene1966 what about Lower Land makes you think it will work on cliffs? Maybe it was Raise Land, and Lower land defintion confused me but to the same effect. And to address your question, #1 Cliffs are in fact land not water, and #2 if I want to create a beach today in 1.09e where there is only cliff, then I simply apply Raise land and
[quote who="Heavenfall" reply="19" id="2825491"]Gene1966 what about Lower Land makes you think it will work on cliffs? [/quote] Maybe it was Raise Land, and Lower land defintion confused me but to the same effect. And to address your question, #1 Cliffs are in fact land not water, and #2 if I want to create a beach today in 1.09e where there is only cliff, then I simply apply Raise land and the cliff is now a nice sandy beach that allow for transports to be contructed
[quote quoting="post"]Since launch, one of the major complaints about Elemental: War of Magic was that the last bit of our title (the "Magic" part) was found to be...lacking (to put it gently). Global mana addresses areas of cheese, but without a significant overhaul to the Spellbooks and Spells you’re casting, that side of the game would still feel weak. We’ve taken the following steps to rectify this in 1.1.... 1. Spellbook Re-evaluation: There were
+ Fixed exploit where you could still use the shortcut key (x) to raze a city, even if you don't yet have the tech that grants you the ability to Raze. I would not call that an exploit when Brad could not even explain the rationale for having to be required to do research to learn how to torch a city... I would have called the x to raze cities a documentation flaw and the design to require research a design flaw. Has something changed? what makes the requirement to
[quote who="Napean" reply="33" id="2824679"] Quoting Gene1966, reply 24 The current AI is flawed in that it does not react to the following situation. AI 'X' decides I'm a good target and attacks my newest outpost, while I may be weaker ATM I used summoned creatures and magic to break the AI's assault and then immediately follow up with a counter assault of my own which steamrolls the AI all the way back to its Capital. My anal
[quote who="Trojasmic" reply="23" id="2824424"] Quoting Istari, reply 16 Quoting Heavenfall, reply 15Actually I was talking to Heph_ But you were looking at me when you said, 'Why is a Raven like a writing desk....' I don't know what this means (or what the reference is from), but it was very funny... [/quote] Alice in Wonderland...
Brad, you wanted CHEESE, here is my cheese. The current AI is flawed in that it does not react to the following situation. AI 'X' decides I'm a good target and attacks my newest outpost, while I may be weaker ATM I used summoned creatures and magic to break the AI's assault and then immediately follow up with a counter assault of my own which steamrolls the AI all the way back to its Capital. My analysis is that the AI is not capable in its pres
[quote who="Istari" reply="12" id="2824360"]This is tedious. Why not have the AI design the AI? In terms of general decisions, you can have repetitive play-testing yield improved AI strategies. By creating a tally system for the development of the AI, you could have it do most of the work for you. For example, during the game, the tally system can keep records of how much was put into research of different kinds, how many resources of particular types were harvested, how
I hope battles in Elemental do not become a contest of 1 hit wonders. It was that once already and it was terrible. I think the damage done should be a % on the unites Total undamaged health, this would have the effect of preventing 1 hit wonders on healthy troops. Plate Armor should provide significant defense from physical attacks. Historically speaking - swords did little damage to a fully plated mail knight it was the war hammers, Maces and Flai
[quote who="Mandelik" reply="3" id="2821611"]Dear derek I am sure that you will find here (see link: an official thread!) everything you are looking for. No need for contests when you've got at your disposal such a mine of ideas/suggestions/lists/mechanisms as this forum. It's becoming tiring to see Stardock wanting to look cool by asking time and again the same things. STOP ASKING! You've got all the cards in your hands; now create the game or throw the towel, the
I've experienced this too and all I can say is it sucks but it used to be worse prior to 1.09e and I hope it improves in 1.1 but until 1.1 Ive stopped playing Elemental.
[quote who="_PawelS_" reply="6" id="2817120"] quoting post We will create a consistent design, we will document that design, we will march toward implementing that design. This is what Stardock should have done from the start [/quote] Hear! Hear! Well said and all that Jazz...
It is rather sad that for a game who's secondary title is war of magic that the magic system was not flushed out and polished much at all with bugs like this... I am still holding out that 1.1 will improved on the current state however.