[quote who="leroy105" reply="120" id="3245651"]I am trying to play less hero more civ. The monsters that I can see go past there stuff and into my cities, its maddening, hair pulling stuff. AI builds right next to a hoarder spider stack, the spiders hang round do nothing for like 10 turns, then go past his city, past his outpost, turn left instead of right (righ is another AI city) and attack my city[/quote] I like that more people than me is trying to play with the civ part of the ga
Kongdej
[quote who="JMiddleton" reply="11" id="3245519"]if you want them all, you'll be way behind in military research![/quote] Oh I long for the day where that would be a problem in elemental ^_^ Sincerely ~ Kongdej
[quote]I am encountering a bug where quest maps only works sometimes. The quest location will appear but when I go there nothing happens (no dialogue box pops up). It seem to happen with more frequency the more quest maps I use. The first 5 or so will work fine, but by the time I have used 15-20 each map has only a 50-50 shot of working. This has been happening at least as far back as the .95 series. [/quote] True, those bugs have been around for quite some time ^_^ [quote]Als
[quote quoting="post"]Scout units are terrible and level 1 spells are underwhelming at the moment. But we want to keep them somewhat weak in combat to prevent sovereigns from being overpowering. I propose a level 1 scouting spell for Air. Something that lets you pick an area and then bling you can see what's there. The air sphere could use some help as it is anyways. As a secondary, related idea, water might get a higher up spell related to scouting out the wa
[quote who="BlackRainZ" reply="2" id="3245445"]No one has any experience with this? Guess I will have to just remove all curses from the xml for now.[/quote] I never notice when my cities become cursed, so I have no experience with it. Half of the OP might be right in the UI around city curses is terribly vague, sometimes I want to go check just to see if there is no curses at least. That said I don't pay too close attention to the "City Details" window... So to
[quote who="stein220" reply="12" id="3245417"]dangerous enemies are fine, but their threat rating should reflect that. any unit that can reduce an entire, early army's hp by 80% should be at least a medium.[/quote] What he said. I don't think Coal stones is ment to be this powerful though, since the unit that casts it, is a "meagre" darkling shaman, I might be wrong though. Sincerely ~ Kongdej
[quote who="Sierra Falcon" reply="28" id="3245410"]I agree however that the defacto truce between AI and monsters needs to go.... and the AI needs to treat monster dens the same as a player does. (That was one of the coolest features of Gal Civ AI was how the AI's mimiced the players actions. ) I would also maybe disable the monster wandering at levels below normal. [/quote] Agreed on the first. I think on levels below normal there should still be wandering mon
[quote who="Oneiron" reply="2" id="3245396"]Thank you, that solved it! I guess a file was eaten by the patcher or something.[/quote] *rawr, munch, munch, munch* Sincerely ~ Patcher
[quote who="DsRaider" reply="26" id="3245358"]Well I have seen guardians get unleashed after being attacked but I'm pretty sue that's a bug. What exactly do you mean by traffic?[/quote] Hm might have been stuff attacking the guardians, by traffic I mean units moving on the squares next to the unit, usually is released when they have attacked or is attacked by 1 or 2 units. Sincerely ~ K
[quote who="Supreme Shogun" reply="2" id="3245384"]As for their purpose and usefulness. Free is free. but slightly better than mites? [/quote] They are decently useful in the earlygame (dunno about lategame, Resoln faction doesn't hold that much interest to me), but it seemed like a big that I would get 3 units from 1 shrine, but only if I upgraded it and let my old ones live.. Sincerely ~ Kongdej
[quote who="DsRaider" reply="25" id="3245333"] Guardians also spawn from lairs but don't move, unless they are placed under ZoC from a outpost or city.[/quote] You can also unleash guardians with enough traffic... That is my experiences anyways. Sincerely ~ Kongdej
These things look fantastic Heavenfall, mostly the first one actually, now I can actually tell what traits my heroes have... (If I would run mods, but I will wait with mods until release). still [e digicons]:thumbsup:[/e] Sincerely ~~ Kongdej
[quote who="GFireflyE" reply="5" id="3244925"] All of which is hogwash imo. Road development has some serious shortfalls at the moment. [/quote] Yep ^_^ That said I don't mind mancer pioneers having the ability to build new roads, I just think they should be able to remove old ones too, and I don't think the road building for path of the governor should be a trait in itself, Path of the Governor is already terrible and bordering useless >_ Sincerely
PS. when upgrading an earth shard, it does not upgrade your previous Grave Elemental, and it does not wait until your previous Grave Elemental died to spawn a new one, it just immediately spawns the larger version, giving you access to 2 elementals from 1 shard, I suppose this scales up on higher level shards too, giving tons of 1 time free units. Sincerely ~ Kongdej
[quote who="Trojasmic" reply="11" id="3245308"]Too late. The nerfing process is out of control right now. Say goodbye to Nochd.[/quote] What a positive sentence >_ Sincerely ~ K
Hi there, playing a game as Resoln and got a "Grave Elemental"... That is cool except that its ability to hurl boulders cost 22 mana... Now is that really the point, to give a creature an ability I would never use?. I know it was placed in the game as an anti-kiting mechanic, but at least consider making them worth casting. Sincerely ~ Kongdej
I will post a contester. This one only works as long as his spell is bugged though >) Obsession: Gives +3 production per (material per) essence in enchanted city, and a pointless 1 extra to city income). but this particular hero I really love to see when trying to build myself an empire, since he have a spell that boosts production, although its not enchanted hammers, atl
[quote who="Trojasmic" reply="113" id="3245286"]I should have taken a screenshot the other day. I went near an AI city to try and get a closer look. It was surrounded by 2 dragons, 1 drake and 1 slag and they did not attack it... ever. And it was a wimpy city so they should have crushed it.[/quote] Elemental: Fallen Enchantress in a nutshell... See this all the time. Sincerely ~ K
That's terrible :( I really wish I could swing a magic wand and fix problems like these... all I can do now is write in here to keep this at the top :) Sincerely ~ Kongdej
[quote who="Glazunov1" reply="192" id="3245279"]I have some pretty hefty concerns about game balance and randomness at the moment[/quote] Me too. But if I have the patience and "Xcom - Enemy Unkown" doesn't end up being too awesome, I will probably try to rebalance stuff in a mod. Well as far as my own logic around balance goes, I might also just be an old silly guy who wants everything his way ;) Sincerely ~ Kongdej
[quote]This is with all settings set to moderate / normal which so not have so powerful critters right next to starting positions. At this point I'm extremely frustrated. If I'm doing something wrong please let me know because I'm starting to feel like not testing/playing anymore.[/quote] Usually you have to sneak around such hard creature spawns, and level up your sovereign on the weaker units, if your sovereign is weak in combat (say you picked one of the pre-
[quote who="Shrap123" reply="5" id="3245061"] Quoting Frogboy, reply 1You can lower the world difficulty and the monster density in the start-up options. I'm aware of that and I've turned the density down already but there are still very strong monsters station close to my 1st settlement.[/quote] Some people like that, which causes complications, personally I like that parts of the world are dangerous, and I need to build up forces meaby even
[quote who="Adjuvant774" reply="8" id="3245266"]Is it "bad" progression relies strongly on health for the adventuring heroes? I guess you'd have to propose an option.[/quote] I think any kind of changes except to the broken AoE abilities will be too major to even be considered, meanwhile I sit here and brain and hope to get the modding tools early... In that way I can play with different balances to heroes and units, etc. Sincerely ~ Kongdej
[quote who="Tuidjy" reply="1" id="3245253"]The option to build a one-per-world building disappears as soon as anyone begins construction. I'm not saying I like it, but that's how it is.[/quote] Its slightly silly, but at least I don't get to miss out on 89 turns of building a wonder like in civ 5... I still think world achievement's should get the axe, but I might be one of few to think that. Sincerely ~ Kongdej
[quote who="Glazunov1" reply="190" id="3245250"] Quoting Othello, reply 189The game is STILL unplayable on a system at the minimum requirements. I translate "minimum requirements" for any game as "playable while in Zen meditation, when the fall of a single snowflake will appear to take hours, and engage you the whole time."[/quote] Well I don't have minimum requirements, but might be that they need to go up just a tiny bit, heard a lot of people c