Actually, Brad said in another thread that the monster doesn't go after outposts/resources at all (if they do, it's either accidental or on their path to something else). That's why the monster didn't attack any of Resoln's outposts. If he thinks that this is the way things work in .915, he is wrong. In a game I am playing right now, I built an outpost right next to an Altar outpost. My outpost covered one shard, two monument locations and a st
Tuidjy
It's not a bug. It's a natural consequence of the stupid "3 turns to build anything" rule. If you rush an unit that should have been completed earlier, but wasn't because of the rule, you get paid for the wasted production. Here is how I rationalize it. [The auditor stomps on the construction site] Auditor: Why hasn't the monument been erected yet? It's been half an year. We have more than 1200 citizens, and we should have been able to
I also do not see acrobat. Potential III brings the cumulative bonus to 60%. Sorry for nitpicking, it's just that this post is such as useful reference. I'd love it if you edited the corrections in, as Stardock makes changes.
From my AAR (.913 large map, ridiculous AI, dense everything) Turn 11: Level 3 Turn 21: Levels 5,1 Turn 31: Levels 5,3 Turn 41: Levels 6,4 Turn 50: Levels 7,5,4 Turn 60: Levels 8,5,4 Turn 70: Levels 8,7,5,6 Turn 80: Levels 8,8,5.6 Turn 90: Levels 9,9,7,6,6 Turn 100: Level 10,11,8,6,6,7 At this point, the game was won (as in, no challengers really left) and I stopped From my single ci
Did they remove the initiative bonus from the swordsman perk? I did not see it in your table, and I have not had a swordsman in .915.
I don't know about challenging, but on Ridiculous, the AI start with 150,000 Gildars, so it hires everyone it can reach. Was your opponent a "Natural Leader"? They hire for half price, and that mean they can get 2-3 heroes with the starting war-chest alone.
Happens almost every time you "Buy and equip" a horse. Sometimes happens even if you do it in two steps. Reloading fixes the problem.
You may want to see how people handle the first few turns. In general there's three good approaches. 1) Self-buffing fighter with Procipinee's crown 2) Direct damage fire mage 3) race customised for early troops A turn by turn example (hardest difficulty, no restores, clear win by turn 100) of the first approach can be found here: https://forums.elementalgame.com/424198
Trading tech: you receive X points of research that get randomly applied to the topics in relevant tree. Switching your research to the topic you want before the trade doesn't help. (Accuracy of attacker - dodge of defender) / 100 = probability of hit. Initiative is your energy generation. You keep getting energy, up to the point you get enough for a move. You move, your energy goes to zero, and you wait to get full again. Monsters wake up for different reaso
Right. I would buy this if: 1. You could not rush with money 2. The soldiers came out as anything but newbies 3. Any military in the world spent more than 90 days to judge a soldier fit for combat as a grunt. 4. Most (nearly all) of the production cost wasn't due to equipment. 5. Production time depended on the ease of use of the weapon. (spears -> swords -> bows -> slings, in order of harder to learn) No, the three turn limit
Why is there a minimum build time? I know that right now, you can rush and get the wasted production back, but why is there a minimum in the first place? In my AAR I have a city with production over 400, and it still has to supposedly spend three turns on a light scout. I cannot think of any reason to have that requirement. Let cities build stuff in one turn if they can.
Play-through (Turn 90 - 99) Those monoliths drained our mana reserves, but they are well worth it Turn 90: It only costs 112 Gildars to rush the construction of the school in Stronghold. We do so, and start work on the Hediga bathhouse. Smiley and Ceresa attack the Im
State of the Stronghold (Turn 90) At the beginning of the Summer of 181 A.C. the State of Stronghold is strong, if politically isolated. Our wars of conquest have earned us the hatred of the remaining Empires, and the distrust of most of the Kingdoms. This does not worry us in the least. We pr
This is just my personal opinion: Elemental is not worth playing, Fallen Enchantress's Beta is already one of the best XXXX games I have played. If there's a way to get into the beta by pre-ordering/buying either, do it.
What is an extremely strong neutral? Here are selected solo leader kills from one of my last games: Ignys - turn 11 Stalker - turn 13 Air elemental - turn 21 Troll - turn 24 Water shrill army - turn 28 Ogre - turn 30 Forest drake - turn 49 With my second hero, who came into her power later: Ophidian army - turn 51 Fire elemental's army - turn 61 Earth element
I'm sorry guys, but you must be doing something wrong. The game has problems, including that sometimes a Umbradroth or a squad of knights will attack your city at turn 20. And yes, the new AI will often cleanse the surrounding before you can get there (they start with move 3) And yes, monsters go a bit easier on AI than on us. But, and it is a big BUT. This only happens sometimes. Most of the time, the game is quite easy to win. I personally p
I have been wondering about them. They have never attacked me when I've played a Kingdom. Twice they have attacked me, and it was when I was playing a Death caster. But lets face it. If they attack before turn 20 or so, only amazing luck, or a specific build will save you.
Look at people posting after-action-reports. You can check out their sovereign, and see how they handle the beginning. The first turns on my own AAR are here: Turns 1 - 40 My leader is a fighter who buffs himself. Air 1 (for Haste and Evade) Earth 2 (for Stone Skin and Nature's Cloak) Life 1 (for Regeneration and Courage) He starts with Procipinee's crown,
Play-through (Turn 80 - 89) A list of the active enchantments Turn 80: We sign a trade treaty with Altar, then ask around if anyone thinks that we should attack Yithril. Pariden offers us 167 Gildar, and we accept them. War with Yithril. <
State of the Stronghold (Turn 80) At the beginning of the Winter of 178, Stronghold is enjoying a period of peace. In the last few years, a number of monster lairs have been destroyed, and all the known resources have been improved. The homelands have been successfully sealed from Kingdom pion
I enjoyed Diablo I&II in their day, but I was in the beta, and it left me cold. Same with Starcraft and Warcraft. I used to be a big fan, did well in tournaments, but nowadays, I prefer Total War and Dawn of War for strategy. I guess I'm getting old.
I cannot express how much I despise rock-paper-scissors approaches. So I won't try. But I agree that solo heroes taking, and especially holding cities, is immersion breaking. I think that the game should try to make this strategy less viable. How? Here are some ways: 1. Every adjacent unit removes .5 move for the next turn. 2. Every attack after the first for the unit's turn hits at a cumulative -10 dodge and +1 critical chance. 3. Every unmatched
Heh. I did that precise thing in my AAR yesterday - a broken spirited Karavox was shlepping gear across the map, and a lair popped a ravenous harridan. Freeze+slow+regeneration, and Karavox wiped the army out, despite his glorious 20hps.
I really like Satrhan 's idea. But the AI still needs a lot of work to use such spells, unless it just gets them for free, like "Tireless March". We already have "Tremor" / "Freeze" which the AI does not use.
RE: Occupation armies. It's not just CivIII. It's also Age of Wonders, every Total War game, and about every game in which a single hero unit can slaughter the garizon, but can't handle police/fireman duties. The micro-management bothers me a lot less than rolling AIs does. RE: Better AI fixing everything. It would make the game more fun. But it would still feel wrong to be able to flip cities with as little trouble as now. Speaking for myself, wrong -> not