Agree that managing hero equipment and shop, especially in a stack, needs some love.
AlLanMandragoran
[quote who="LightofAbraxas" reply="9" id="2842269"] Good post, but I can't say I agree with this. Players are already have too much incentive to found cities all over the freaking place with no significant drawback. Mana for land just aggrevates this problem. I think that the essential problem here is the lack of strategy in location of city placement, not insufficient reason for founding cities in the first place. Just my opinion. [/quote] True but scarcity of fo
I've noticed the graphical execution of the AI may speed/slow down things. Zoom to an empty part of the map, then end turn. Seems to be lightning quick. Zoom to a part with a tons of caravans or lots of things going on, and it takes longer.
[quote who="Soziele" reply="3" id="2842236"]Yea I agree, I took out Magnar and every last city had negative income, so perhaps they operate on a state of denial, ignore the mounting debt and it will go away Maybe it works for other things too *proceeds to ignore enemy factions, automatically winning game* [/quote] In your fantasy EWOM universe, Magnar authorized a central bank called the Federal Reserve of Magnar and gave control of it to the private
I shook the marbles loose and came up with the following: Why do I currently found cities? Claim resources - definitely Strategic chokepoints - kinda but not really since Teleport is uber for offense and defense as it stands today "Civilize" the wasteland - kinda but not really. Sure, I push back random spawns of mobs and provide a boost for combat on my default terrain but not significant reasons at all ZOC battles - kinda but
"Click it and forgit it!" - Ron Popeil
[quote quoting="post"]I think it is common to run into a situation where you have such a ridiculously high amount of a resource, it becomes completely irrelevant. This is because it is hard to balance how many units of that resource are generated each turn. Too little and it takes forever to do anything. Too much, and it pretty quickly becomes a vast hoard.[/quote] Adding maintenance costs to high-level buildings and such (beyond mana for enchantments and gildar for
100% solid. You have my vote for President.
[quote who="greggbert" reply="12" id="2841682"]I named him Tinactin. It makes him more tough actin' [/quote] I rename to Chuck Norris and change the backstory to "182,000 wolves and spiders die from Chuck Norris-related accidents every season."
Cool idea. There was a Magic: the Gathering PC game that I think MicroProse put out in the mid to late nineties. It had an overland strategic element to it - I was hooked at the time. If Stardock can attempt to mirror the depth of a Magic the Gathering duel it would be outstanding. I was always fascinated how deep Magic duels could go with mana build-up, counters, summons, counter-spells, counter-counter spells, heals, buffs, nerfs, offensive damage, etc (by no means was I a hardcor
[quote who="Trojasmic" reply="3" id="2840757"]this game is starting to get fun and bug free... what are we going to have to complain about gosh darn it! [/quote] I have gas.
[quote who="Redaxe" reply="43" id="2840310"]When you have an army of "yes men" on these forums that cannot constructively criticise anything through their limited narrow minded bias you end up with big problems when trying to gathering objective feedback for trying to build a product.[/quote] Pot calling the kettle black?
[quote who="Redaxe" reply="32" id="2837242"]When you have an army of "yes men" on these forums that cannot constructively criticise anything through their limited narrow minded bias you end up with big problems when trying to gathering objective feedback for trying to build a product./quote] Pot calling the kettle black?
Please add this idea to the list regarding building Waygates as part of Teleportation progression. Thank you. https://forums.elementalgame.com/401575
I apologize if this is already mentioned. I've been pondering the ability to teleport armies all over the map. As it stands now, the player can warp their zerg army destroying everything. This allows instant focus fire anywhere on the map and provides huge flexibility in defense/offense. I think this may make programming the AI rather difficult as the AI may not see a threat and then whammo, threat instantly on border. To borrow from a popular fantasy book series the Wheel of
[quote who="trekwiz" reply="3" id="2838017"] We're trying to track down the crash on end turn and the saving crash. I've mentioned in another couple posts that I think they may be related. When I was getting end-of-turn crashes, I manually saved more often so I wouldn't have to replay so many turns. When I started saving every turn, I never got another end-of-turn crash until I stopped saving as often. [/quote] That's a good point. I save each turn manually
Nice job buffing the walls for city defense by reducing the city level requirements. This should make the early game zerg offense much more challenging (assuming the AI takes advantage of the walls). Thanks!
[quote quoting="post"]So, when do you expand?[/quote] That's what she said.
[quote who="Istari" reply="8" id="2834623"]City Walls. They would stop early steam-roll tactics, as you would have to create a siege army, which takes tech and time. [/quote] Good idea. Much more simple than my bloviation.
In the recent games I've played (all recently on medium or large maps, ridiculous level) I executed the following plan: Let the opponents waste gold and materials on pioneers and founding settlements, I'll focus on making a horde of spear wielding peasants (all attack, little or no defense, maybe just a cuirass for a little defense) Grab all the goodie huts, Sovereign with starting 4 movement points is helpful Capital captures trump all other
Please add this request to buff Soverign Capital defense to the master list. Thank you. https://forums.elementalgame.com/401113
I apologize if this is already mentioned. Please consider further buffing of all Sovereign Capitals with either: AI changes to retain more units for the defense (beyond the spouse) Bonus for all defending units I'm finding little challenge post-beta by still steamrolling opponents early on. Pre-beta it was the hire heroes, imbue, max essence, and summon monsters approach. Post-beta it is the hire heroes, gear heroes with armor, train horde
[quote who="seanw3" reply="5" id="2830950"]I am going to make a special Native American faction, feign peace, settle in their lands, out-influence them, massacre their people without cause, and then base a cute holiday on the story. I am thankful for being able to forget the sadness of reality with high tech entertainment! [/quote] Are you assuming tribes, or any group of people throughout history, did not do the exact same thing to each other, albeit withou
[quote who="xStarfirex" reply="1" id="2830892"]I like your user name a whole lot. I would follow you into the blight [/quote] "I may be a king without a land. But I am still a king !" I'm anxiously awaiting the final book...Elemental will fill the time until then. [e digicons]:D[/e] [quote who="Werewindlefr" reply="2" id="2830898"]Abilities *will* be in the game eventually. Along with, probably, many engine changes to allow for cool effects like this one.
I apologize if this idea has already been expressed. I recommend considering the following: Modify tactical combat to allow defender to counter-strike before dying. Current tactical combat can be easy if one focuses on gaining the first killing blow without worrying about the counter stroke. Add ability called "First Strike" Based on Magic: The Gathering, grant Soverigns, heroes, and some unit types (hint: mounted), the ability to strike without a coun