I like the new spells especially multi-element stuff. I dont even think its op because a manablast needs as much "levels" as an 4th level spell of a single element. I would like to see some more metamechanics for spells and abilitys - say a spell that gets more powerfull depending on how many spells were casted in the same turn or a enchantment that adds its effect to spells you cast. What are your ideas for Item and Monsterabilities?
Heph_
Haunters, Butcher-man and Scrapgolems sound good and could be even nicer if they got a bit randomized in appereance. Especially the Scrapgolems (and minor elemntals) could benefit from a design that is done proceduaraly by the computer to support theyr uniquness that comes with theyr history. edit: I just dont like it that the wild beings are so cookycutterish clone-armys. Its justified for the Factions with proper Military training and equipment but these guys should a
- scratch that
[quote]The solution basically boiled down to months of work to write a different system to do this. So for the past few months, that has been what Codecritter and the gang have been trying to do. Now, in v1.19, some people people have reported a performance drop so that’s being addressed presently as well. [/quote] Is there a chance that stardock shares this solution at some point? I would like to see some code being made open source (or whatever license) so eve
[quote who="Alfdaur" reply="1" id="2875570"]Does this mean we get rivers in Fallen Echantress?! [/quote] Well i hope we get that for E:WoM with the 1.2 patch. This would be a very nice addition.
[quote who="Victor5" reply="118" id="2871936"]Not sure if this was addressed anywhere yet, but is there any chance we'll ever see a much-needed pre-battle formation mode (in either 1.19 or later). In other words, immediately when the combat-map comes up (before the first turn begins), you can position your units strategically ala many other TBS games. Of course, it would all have to be done in a small (depending on how many units you're using) limited area on your own side. <
[quote who="aeligos" reply="3" id="2870350"]Ever wonder why ~1% of Caucasians in America are resistant to the human immunodeficiency virus (HIV) [owing to the CCR5 "mutation"], where such a "mutation" is virtually non-existent in the Asian and Negro populations? [...] [/quote] Because of the plague which rampaged multiple times trough Europe. There were some people back then with mutations that survied/ there immune to the plague and since big parts of t
- new unit type: Goths - They get higher att and def therefore you have to isntall the "Black club". Goths have the ability to summon goat-demons. Goths can only wear black clothing. - new diplomacy tech: MMORRPG - turn 50 % of all other factions into gamers that send theyr money to you. - another new diplomacy tech: patents: As soon you research a technology and you have patenting already you can pay 500 gold to patent it which keeps your E
[quote who="Heavenfall" reply="1" id="2855794"] 2) It will be an easy target for any other AI [/quote] I am not that much down into the modding yet but couldnt you cheat at the Armystrength evaluation by say giving the towns a upgrade that has a ridicoulos high def bonus?
What i never see is the ai using bows with squads/teams. Sure its a pretty long procedure to train these but its working for me. Especially if you dont have iron it can save your arse. Archers normally dont need that much armor anyway so the cost dont get out of hand (except then i use a "Att"-weighted combo of trinkets). Maybe the Ai should, if not done already, take its resource situation into account before choosing what to research. I mean heavy plate makes only min
[quote who="Heavenfall" reply="9" id="2842473"]An item generator that is reasonably included in the game, like an in-game "forge", is on my top wish list for this game. Possibly Random, awesome weapons and armor. Great Diversity for Great Justice! The point of the forge would be that you have to spend a lot of resources on it to gain something unique. The point of questing is those rewards are "free" in the sense that they have a different cost (time, effort).[/quote]  
Hmmm where is that promised update? (And "Ai wars 3" for that matter?)
[quote who="madtemplar0" reply="55" id="2835104"] Quoting joasoze, reply 25Regarding more build options early on and how to stop the easy rushing of AI capitals. Also, this (another quote): Quoting Werewindlefr, reply 54Ohhh, actually... I really, really like the idea of localized blows. That would give a lot more usefulness to armor parts. And it opens up possibilites: you could make weapons which are better at striking a specifi
Hmmm what about half-intelligent critters like this swamp-drakes/dragons? It would also be interesting if some of the bandit take over a city instead of destroying it after all these guys nee also food and money. As for equipment of soldiers: maybe you could give the Ai some guidelines for its units. Stuff like "matching" Def and Atk or for Tarth a bias towards longbows.
Hey stab of ice was one of the 2 usefull first level damage spells. Sure range and damage were low but heck i could bog down dragons 10time stronger then my stack. That the enemy lost a turn was worth the effort.
And, again, no spells which need multiple spellbooks. Ok we need to leave some ofthe magic to the two free expansions [e digicons]XD[/e] edit: [quote]The problem with spell books in Elemental, is there are no spell books, Duh! The Hero/Champion should have books in their inventory (book of air, book of earth magic, etc.) and if the character is killed or loses a battle spell books should some times be lost and sometimes found by the vic
Ok that covers the spells [e digicons]XD[/e] but what about new special abilitys? Also please teach the Ai to use the Movement book in a proper way. If we have teleport spells the Ai needs to use them in a functional way. Apart from that? Apart from that i say my investment into this game just, once again, got justified. Keep the good work!
Full rewrites including the ability to work with files and Databases would be serious stuff. Especially if it comes to faction specific ability's one could just stick a file with some code to a existing General purpose Ai.
The thing is that that the Ai could defend the resources if it would use Teleports but i see what you mean. I think the resource value of a cluster of tiles has to be rated against the strategic value of these tiles in a first step. Part of this calculation should be that the distance to next bigger city is taken into account. A retreat behaviour is also needed upto thepoint that the ai does scorched earth tactics and burns a city beforeit falls into the hands of the enemy.
Except for one of the 3 points it looks more like a resource allocation problem. These Points may not have the highest war-strategical value but a very high economy-strategic value. If my eyes dont betray me 2 of the 3 points exhibit Gold, iron, and crystals each of high economical value if it comes to trade and better army tech like magical equipment.
Do we know each other? Hehe yeah maybe i should get my hair cut - just the tips. Frogboy did you solve your problems yet? Anything we cold help with?
To quote mister Carrol: [quote] "Enquiries have been so often addressed to me, as to whether any answer to the Hatter's Riddle can be imagined, that I may as well put on record here what seems to me to be a fairly appropriate answer, viz: 'Because it can produce a few notes, though they are very flat; and it is nevar put with the wrong end in front!' This, however, is merely an afterthought; the riddle as originally invented, had no answer at all." [/quo
[quote who="Heavenfall" reply="13" id="2824365"]I think you're extrapolating the learning measure too far. For an AI in Elemental, learning would simply mean that it adapted at what combat ratings it attacks, and at what combat ratings it does not attack. This would be similar to if the AI should declare war or not, after power rating. The AI "learns" in the sense that it comes closer to making accurate assessments ("I need X to defeat an enemy of Y. if X is not enough, next time I will try X
[quote who="Alstein" reply="8" id="2824312"]Sorry to ask this again- but why is it not feasible for the AI to learn from the players, and maybe if people play MP or connect to Impulse, other players. You mentioned not doing this in part 1, why is it impractical? An adaptive from game to game AI does seem like it would be the best way to reduce errors, or quickly find game-play flaws (such as a one optimal solution) [/quote] </p
Right but i still would like to see it. I myself did tinker a little bit with MPI (which is more for clusters) and some minor Robotics and Micro-controller stuff. To bad that Java-script (in which i do prog a little Rpg-like browsergame) does not support threading natively i could use some of the insights i won here for that project. Do the Ais have building lists or do they get some kind of goal-driven system? I mean is it more like "build 2 Merchants and if possible a