[quote who="Tuidjy" reply="106" id="3287223"]But for me, the question is a different one. The question is "Would the game be improved if monster behavior was more deterministic, and players could, on Challenging and below, count on the monster destroying whoever disturbed it?" And for me, the answer to that quest is "Yes, without any doubt."[/quote] I've written as much, before, in this same thread: the current system, in which monsters all behave a
Glazunov1
[quote who="KingHobbit" reply="101" id="3287215"]The game I was playing last night was Challenging. I was Cereesa playing just standard races.[/quote] On Challenging, the AI does prefer to attack the human player over the AI ones. Brad's said as much. As mentioned above, this issue isn't being framed correctly. It shouldn't be about the monsters preferring to attack the human player, but under what conditions monsters
What level were you playing on?
No support yet for Master's Affliction, correct?
[quote who="Ben Yeoh" reply="96" id="3286988"] I think Brad has already mentioned before that the monster AI tends to ignore the other AI players at higher difficulty levels. In other words, the bias is intentional.[/quote] Yes, but you won't find anybody above answering my repeated question, "What level difficulty were you playing at?" The point that the game is skewed in favor of AI opponents at higher levels, a standard condition in many strategy
[quote who="dwilson" reply="93" id="3286911"] I'm suspecting the same thing... I recently played a game vvhere it looked like an AI faction didn't go after any monsters vvhatsoever... He had outposts and practically undefended cities everyvvhere I've been so far. [/quote] What level were you playing on? And how long did you watch your AI opponent? I've played with an outpost that had a dragon regularly show up every few
[quote who="feelotraveller" reply="6" id="3286859"]Over a hundred turns of construction, instantly, for free. Not a balance issue... nothing to see here. [/quote] You're being more than a bit unfair to his point, since he was saying that it isn't a problem for everybody, and that serious balance issues do affect us all. He also agreed some people are experiencing this. I certainly hope it gets solved as well, but r
[quote quoting="post"] Fun fact: Atari doesn't own the Master of Magic trademark in the United States. It was abandoned by Microprose and registered by Nival. (I couldn't find any evidence of registration in European Union countries or as a Community Trade Mark.) Anyone who follows Nival know if they're planning a remake, like with King's Bounty? [/quote] Nival's lawyers only own the US trademark rights f
[quote who="Tasunke" reply="32" id="3281170"]A fish 'called' wanda I haven't seen it, but it seems decent enough.[/quote] Quite a good film, objectively speaking, as a matter of writing, pacing, acting, and no-nonsense directing. Something of a mix of modern comedy and classic Ealing Studios farce from the 1940s and 1950s. But a person can dislike a movie for any number of good, subjective reasons, and these include anything from a pe
[quote who="harmonic42" reply="11" id="3286273"] Quoting jutetrea, reply 9 I just spent 20 hours polishing this nice toy that let me win - let me use it a bit more. This sums it up quite nicely. It is fun to build up your perfect soverign/champions/army/cities/whatever. But inevitably, you will become unstoppable, usually well before the "end game". I don't care for short, quick games, I want to live in the world I've been refining and cont
[quote who="SBFMadDjinn" reply="89" id="3286357"]I've got 2hrs worth of video showing that the AI is either extremely lucky, or the AI gets a pass by monsters in a lot of cases.[/quote] What level difficulty were you playing on?
[quote who="UmbralAngel" reply="42" id="3285995"]This will probably be wasted down here in the comments but to any game developers: the best time to release a game in terms of a "dead zone" in coverage is early to mid august. It might have been a fluke, but when I was monitoring the press from june to November in 2011, it seemed like around that time there were very few reviews and lots of preview articles for games next month or fluff articles meant to fill the gap. [/quote]
[quote who="feelotraveller" reply="13" id="3285915"]I'd like to see more options than just three. Can't see why that couldn't happen.[/quote] I completely agree. I'd like to see paths that envision not merely a specific direction for a generic city, but a specific direction for a city based on a specific resource--as you note just below. This would also serve to push players into factoring more content into making important settling cho
I wonder if perhaps the fae are a bit over-powered, everything considered. I started up a new game last night, with a city in a dead end valley. Rounded the corner out, and within 20 spaces was a unit of 6 fae. I had a 3rd level champion, sovereign, and warg. Each cast Coal Stones or something very like it. Sovereign and warg were dead before the end of the first turn; champion went down as soon as they got within distance and did their garlic breath number. 
[quote who="NaytchSG" reply="27" id="3285642"] Quoting Hawawaa, reply 26Fear the chicken but fear the rabbit even more... Seriously looking forward to it! Maybe we should do a Holy Grail mod? The Holy Hand Grenade can be unlocked with the Book Of Armaments...[/quote] Only if we can find a champion named Brave Sir Robin.
Researcher I, II, III : adds one, two, and three research points respectively to city. Bandit Leader: five percent cumulative chance per turn of "discovering" a random item your city can already produce. You're notified of the item, which is handed to you upon entry. The chance resets to 0.
[quote who="Tom Selleck" reply="62" id="3285604"] If this thread is getting this much attention there is probably a problem. It is very annoying when a monster pack roams into your territory from another computers territory and destroys your city (cities). So annoying in fact that some people might stop playing, why not just fix it so the monsters attack all the same... How can someone argue against fair play?[/quote] A number of years ago I was a GM for a su
[quote who="crimsongekko" reply="1" id="3285562"]definitely agreed, city upgrades need an overhaul.[/quote] What upgrades specifically do you think would help? I'd like to see an accross-the-board upgrade that, like the ones Fortresses have, installs a fort with better and more local militia. Perhaps as well an upgrade option for Conclaves that adds a portal similar to the Cloud Walk spell--but you can only use it to travel to another portal in a
I'll start this thread with a quote from Tuidjy, who in turn quotes me in the recent Slums thread: [quote] November 24, 2012 5:48:32 AM from <img id="ctl00__Content__RepeaterReplies_ctl15__SiteIcon" style="width: 12px; height: 12px;" title="Elemental Forums" src="https://forums.elementalgame.com/Themes/Elemental
[quote who="Alstein" reply="15" id="3285540"] Quoting Frogboy, reply 11 Quoting Alstein, reply 1I think you guys do need to tackle the balance issues at some point. I'm hearing more criticism of the balance from friends/boards over criticism of what's under the hood. The fundamental problem is there are too many automatic decisions. How many free copies were claimed BTW? Curious on that.
[quote quoting="post"] 1. When I upgrade a unit, can I add any extra items or traits? For example, if I have a custom unit with a spear and I upgrade him, can I add a horse?[/quote] Not if by unit you mean one created in a town, etc. You can do this to a champion or your sovereign, of course. [quote]2. If I neglected to click the upgrade slot icon when designing a unit, can I still upgrade that slot? Or am I stuck with whatever equipment the unit
[quote who="Humility" reply="6" id="3279773"] Quoting ManiiNames, reply 5 Bonus comment - they will level VERY SLOWLY. Yes, if more hero or even troop in same party or army, level will get slower than alone, but again alone risk big danger while having help make battle easier, there is a trade off..[/quote] There are some stacks you simply can't take on with one or two champions, unless they're incredibly advanced. Of course, if a person wan
Guys, if you want a mod made to your specifications...? Learn how to mod, and make it. It's not callous, it's just reality. The people who have developed the skills are already working on their own mods. If it's just a small gameplay tweak you might get someone to do it or at least tell you how, but if it's a major change your best bet is to learn the ropes, then do it up just as you'd like. I've done that with my mo
Put this under Support, not Beta. The beta cycle is long over, and Support is for bugs--which this is.
[quote who="Heavenfall" reply="6" id="3273517"]I'd prefer if there was a button we had to press to remove it. It is far too easy to accidentally click on the screen when it appears.[/quote] A confirmation button is a good idea. That way, you can't claim "I missed it!" when you actually had to search out a means to close the thing.