[quote who="Sarudak" reply="96" id="3065688"]The thing is that this is not true. When Brad was trying to put together an AI for WoM he was not a dedicated AI developer. He was also writing quest content, playing project manager, and many other things I don't remember. Anyone who has ever done software development knows the price of frequent context switches on productivity. Now that he is working as a dedicated AI developer I expect the situation to be much different. I have played Galact
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Also, " Maul gives -4 Accuracy per strike instead of -3" - and thats all??!!!! Oh, come on!
Frogboy, did you realise that you are in the same situation that was in 2010? In 2010 you thought that you will create good AI in couple month, that was funny. Now, as i see, you have the same thoughts. That is not funny :). I see the AI changes in 0.76 and to tell the truth there is almost no changes. This is absolutly similar situation that was in WoM! Just read your older posts and WoM patch notes and think about it.<
Well, i think it's not bad when AI uses successful unit designs, but it definitely must change appearance of such units.
Great post! At first, they must make monsters with range attack , and monsters with simple abilities (like healing and freezing). It will greatly improve tactical battles at low cost.
Please, just make good AI for FE.
Like 2 years ago! "This is a beta", "Will improve", "Balance", "Brad will be working". The AI is esential for Elemental, but i do not see any significant changes in FE :( Maby Stardock must use more than 1/3 programmer on AI?
I change my mind, there must be injury.
I really like that idea! It would be good if i can speak with that "bandit nations" any time, throught diplomatic channels (like with other civilizations).
[quote who="Heavenfall" reply="4" id="3061438"]I really do not like this idea at all. It sounds absolutely awful in terms of "fun". I might enjoy this once or twice, but is it something I'm going to enjoy doing 100 times? Absolutely not.[/quote] Totally agree.
[quote who="malichai11" reply="22" id="3061342"]that normal units are overpowered[/quote] Who said that?
It's fun to build cities. But player have no motive to form square cities. Maby there must be some bonuses for square cities, or some penalty for "snake" cities. OR, limit the number of places where i can build - then, each time when i create new building, i can choose only from 3 - 5 places (that places will be generated in order to limit city lenght)
[quote quoting="post"] Now, the biggest problem: Tactical battle is not fun. [/quote] I think it's because game have no variety in enemies. There is almost no enemies with range attack/special abilities/spellcasters.
Tactical AI: 1) Must defend if he can perfonrm range attacks and player have no range units. 2) When attacking must choose units with high attack and low defence first. Strategic AI: 1) I think if a player becomes very strong, then AI civilizations must form alliance against player, and attack. There is no other way to survive for them. 2) AI must explore world and hire new champions, not just buld new cities.
[quote who="juryal" reply="4" id="3059329"]I disagree. Having multiple casters is a huge advantage over a single caster. If you have them in the same battle you can pull off insane combos that you can't with a single caster. I like how crazy powerful the magic is, don't get me wrong. I'm just wondering if imbuing multiple champions should come with a heavier price, like maintenance or an increasing one time cost. Of course, this is after a measly few hours with the game.
FE is really good game! Well done Stardock! I think that current version is really well polished and balanced. Please Stardock, make all changings carefully, becase you have found the "fun" element [e digicons]:thumbsup:[/e] Suggestions: 1) Is there any limit on the city "length"(how far from city center i can build)? If no, maby you should add some limit, because all my cities now 1 tile width and >5 length. 2)All the bandits are th
[quote who="AdmiralDan" reply="2" id="3059302"]I agree with the OP. Imbueing should have some sort of maintenance cost. I really dont see how 25 mana would be a lot.[/quote] Play the game first, then make suggestions. Imbue champion works perfectly ! You have one mana pool anyway, so there is no big advantege in new caster.
I think it's because hero remain alive if you won the battle.
[quote who="RooksBailey" reply="1" id="3059091"]I don't know if this will help you but I noticed it took my PC about 20-25 minutes from the time I first clicked on the installation file (and the little circle thing appeared) to the time it actually started installing. So it may be that you just have to wait and give it time to do its thing and not interrupt it by restarting. [/quote] I have the same issue, Windows 7 x64, core i5, 3gb ram. Installer starts after 25
[quote who="Ausland" reply="70" id="3056534"]What would you recommend if this were your game?[/quote] https://forums.elementalgame.com/415097 Reply #19 Also, same for the troop roster screen.
1) Amazing troop roster screen with 15 randomly located stats/attributes (I need compare them all for each unit? Serious?). 2) Still amazing unit details screen Stardock shows amazing attention to detail. Yes on awesome everything.
Well, to be honest, it looks dark and grey. In my opinion units must be more bright and colorful. Now units and terrain colors is very similar.
[quote who="mqpiffle" reply="25" id="3054746"]Seeing how tool tips have been implemented thus far, one would imagine that if one were to mouse over a combat stat, one would see exactly how that value is calculated. [/quote] It doesn't matter. There is no reason to place stats in chaotic order, and make other unreasonable things.
Ok Stardock, you do the incredibly hard thing - divide attributes and combat stats! But, you have another, more dangerous mission - show us dependence of the stats of attributes. Come on guys, you have no ui designer at all? Imagine that you see this game for the first time, and you need to answer the question: what does each attribute do? If Strength affects the Attack, then why Attack stat is under Dexterity? Why is the history window is in the middle of the screen? History is such an impor