Gwenio1

Gwenio1

Joined Member # 4229085
14 Posts 1,006 Replies 12,650 Reputation

Branch off of an idea that was brought up at: https://forums.elementalgame.com/398418/page/3/#replies Currently the game has quests (though they are buggy) and goodie huts (which support encounters and may one day evolve into dungeons / ruins to explore); however, it lack monster lairs. [quote]having monster lairs that need to be cleared out. It would be especially good if they were near or on resources (or

17 Replies 70,966 Views

[quote who="Frogboy" reply="70" id="2795176"]Re Tom's idea, that's a map generation choice. Players could, for instance, do exactly that -- you can create monster lairs now. It's part of the base game. We just don't currently create randomly generated maps with resources guarded by monsters (though this is, indeed, an interesting idea). [/quote] It is in the game, but as the editor (so far as I can tell) will not allow you to modify the effects of triggers, it would b

131 Replies 267,114 Views

[quote who="Frogboy" reply="71" id="2795177"] If city levels provide more benefit than they currently do combined with better balancing of the amount of food in the world, you end up with a scenario where you can choose to build lots of cities that are low level or few cities that are high level. [/quote] Does this mean static increases for all cities (e.g. more prestige), improved / reworked level up bonuses, or more building options at higher levels? Or some combinati

131 Replies 267,114 Views

[quote who="Frogboy" reply="61" id="2795140"] The guy with lots of low level cities will get creamed by the guy with fewer high level cities. [/quote] That may be your goal, but unless there are other changes that have not been mentioned it will not work like that. Currently a pioneer takes 8 turns to build and one person is deducted for the population. Cities produce at least one person a turn. Therefore a city pumping out pioneers would only have its growth reduced by

131 Replies 267,114 Views

[quote who="Tridus" reply="19" id="2793661"] I've played them all too, and I think you're talking nonsense. The only time I could get a turn anywhere near that long is when it had multiple (ie: 5) tactical combats in it. That just doesn't happen that often, and the average turn length is FAR shorter. Just like the guy who thinks a real game of Civ takes 72 hours, you're exaggerating. It only takes that long if you're doing it really slowly. [/quote] I just played

34 Replies 125,230 Views

[quote who="cpl_rk" reply="1" id="2795122"]I wasn't aware that you could trade heroes? Is this part of the diplomacy tech? If so, that's probably why I've never seen it. I typically don't go past caravan on diplomacy before going to other trees like civ & military. [/quote] It is 'negotiations' for the kingdoms, which has trading as a prereq.

3 Replies 5,944 Views

http://www.mediafire.com/?67822kn29g2643h The save is from just before casting the Spell of Making and winning. Summary: I met Perdain early in the game, and crippled them so baddly they never recovered with my soreign and four foot soldiers. They took all but my capital (I only have the four good soldiers) but I got it back after taking their capital. The leader of Umbar was in my land, and I killed

56 Replies 49,502 Views

The reason archers were not heavily armored was because that was costly and provided less gain than giving the armor to additional people on the front line. What is needed is not to make heavily armored archers and casters not work, but rather to make giving all your troops heavy armor more difficult (or make it so variety is good) so that you will not give all of them the best and heaviest stuff around.

33 Replies 20,402 Views

[quote who="Frogboy" reply="56" id="2795041"] 5. Buildings require population to fill them. 6. An Outpost requires 1 food to maintain (thus you better be bloody sure you want that outpost). 7. You can build multiple of a building as long as you have the population and city level to do so. Thus, lucky resource placement is not so overwhelming. [/quote] Unless population growth is also under going an overhaul, this will not be enough (neverminding c

131 Replies 267,114 Views

[quote who="Thizzbaby" reply="38" id="2794998"] They seem to suck at research in general and use the same paths all the time. [/quote] That is because all techs have the same priority for the AI to research them, and they all have the same multiplier to alter the priorety when the AI is at war.

43 Replies 26,594 Views

To fix city spam, what needs to change is: 1) Make it worth while to have high level cities. Currently nearly all the buildings that require a high level city only allow for you to have one. 2) Make it a bit harder to make cities, and given the fluff it would be good if this was magical in nature, and require that pioneers may only build on your native terrain (though this does not mean it should take essence or mana upkeep, either a one time cast spell and

131 Replies 267,114 Views
Reply to Marriage? in War of Magic

[quote who="Ziktur" reply="6" id="2794971"]i never marry my daughters off. seems like such a waste.. [/quote] Then you will not be getting the heirs that decide they like you better than the other guy.

8 Replies 3,204 Views

[quote who="Sethai" reply="33" id="2794932"]i personally don't think that "it makes the ai competetive" is a good reason for allowing a unit that i also believe to be overpowered to remain so. players could just as easily abuse this themselves. [/quote] It is less overpowered in the hands of players because the AI gets an HP multiplier.

43 Replies 26,594 Views

Even if they done have inheritance, they should at least have all of the defeated player's armies become independant and hunt your sovreign down like in Lords of Magic. However, inheritance is better and using both (you are hunted down after killing their dynasty) is best.

3 Replies 2,642 Views

[quote who="dadoo2" reply="5" id="2794816"]i have absolutely no troops, just champions and summons. the only thing i recruit at these cities is pioneers, which cost only 1 person and take 8 turns to train, and the 1 caravan i am allowed, which is 1 for 3 turns., so definitely recovered by then. and regardless of how it works, i never train more than one at a time. so it definitely isn't a recruiting issue, (don't think you can queue up 100 pioneers, but even if you could, thats 1000 materials

8 Replies 4,866 Views

[quote who="Jandurin" reply="7" id="2794595"]In my game yesterday, an AI killed another AI. This is the first game where that has happened for me. Maybe it's just coincidence though. [/quote] I had a Ridiculous AI taken out by a Challengin AI, even though the victor is suppose to not be as good. So much for having one strong AI take over a bunch of weaker ones and build a true super power that would be hard to beat.

12 Replies 6,559 Views

[quote who="cpl_rk" reply="25" id="2794803"] Why would you take away the one good unit the AI has? unbelievable. The AI is a complete washout in this game, and you would take away the one good unit the AI does have. This is just unbelievable. I think the AI needs to have much more powerful units. They need to have extreme spellcasters that actually cast that firebally & firestorm spell before the human player does. I would like to see their sovereign actua

43 Replies 26,594 Views

[quote who="kryo" reply="1" id="2794776"]Razing a city "salts the earth". AFAIK you should be able to clear the tiles using the Blistering Sands spell, though. [/quote] Thus a spell to revitalize the land is needed, as turning it into a desert to make habiable is illogical.

5 Replies 2,366 Views

[quote who="Tom Fletcher" reply="37" id="2794739"]I like this idea a lot (as long as it applies to the AI as well =P). An influence penalty like this would be great. It could even be made more interesting by adding in a CIV-like "unrest" factor (counteracted by the presence of a member of the royal family, perhaps), or even an "enemy influence" factor. In the meantime, I guess I'll just have to keep spamming cities in self-defense ... [/quote] Of course it wo

131 Replies 267,114 Views

[quote who="Frogboy" reply="12" id="2794602"]Ive been thinking of requiring food to construct an outpost. Thoughts?[/quote] How about a gildar cost to pay for managing a large realm? As I wrote before: "The impact of a city would be measured by X*(DistanceToCapital / YZ) = N. X is city specific, possibly size and/or type based. Y is a map constant the changes with the map size. Z starts at 1, and can be increased incrementally by a specific tech that can be research infinitely

131 Replies 267,114 Views

I would suggest allow road building separate from caravans, and have the effectiveness be tied to how many tradable (non-enemy) cities are hooked up to the trade network. The effectiveness of each citiy could be tied to how many trade structures it has, making level 5 cities far more valuable than an un-upgraded outpost.

10 Replies 9,546 Views

[quote who="Redwind85" reply="19" id="2794022"]yes pure dragon species yay [/quote]\ Now all that is needed is dragon specific battle gear... [e digicons]:rofl:[/e] ... and for the forum to have a dragon emoticon.

20 Replies 73,451 Views