[quote who="athelasloraiel" reply="51" id="3284243"]I never ever saw monster attacking an AI outpost. Never.[/quote] I've seen that happen. I have also moved in with my pioneers after random event enemies wiped out the cities of sovereigns that could not be bothered to defend against them. I have also played using strategies where defending cities is usually not worth the bother (like when they are just hubs for spawning pioneers).
dihir
A good earth magic specialist could fix that mountain problem for you...
[quote who="parrottmath" reply="3" id="3283941"] I will not steal the thunder of this post. For feature request it should probably go under the wishlist area. For the faction creator with more tools I agree with completely.[/quote] Where is the wishlist area? I posted some feature requests into General because I did not see any better place to put them.
[quote who="Tuidjy" reply="32" id="3283450"]I also know that as late as 1.00 there were monsters who considered themselves allied to AIs (could use their roads) but that comes under 'bugs'.[/quote] Anyone can use roads. But only members of the nation can go through improvements owned by that nation.
I agree with some of your observations, and I have some suggestions and some of your points I have no comment on. Diving into the list: 0. To alleviate my not knowing how the controls work, and because I am not interested in reverting to old games, I have set autosave to save every season. Then, if I click and my unit goes running off in the wrong direction I can restart that season. This gets tedious but I consider it essential while learning the game.
[quote who="SOLOSOL" reply="46" id="3284153"]I liked the drain life as a way to balance them, a bit vampire-like, but that fits them. So what about +1HP drain/level with each kill? It scales with the level of the unit, giving them more time to survive. And it works better vs high numbers, but is weak against one big creature[/quote] But their +hp/kill is a starting bonus. For mid/late game: If you are converting all of your s
Here are some changes I have been wishing for: Strategic map: selected units, cities should be highlighted in the list on the left (or an arrow if it is offscreen) Selected item display on lower left should include a button to center the display on that item automove could use significant improvement if it is not slated for removal: When a unit is queued up for a multi-season trek, we should have a button to advance that specific unit ins
Excellent! [e digicons]:inlove:[/e] Edit: I have had to stop playing my resoln because blood sigil stopped providing wither, even in auto play. [e digicons]:pout:[/e]
[quote quoting="post"] I'm not talking about the Resoln here, it's a fine faction. But you take those faction traits, put em onto another race (any imperial race), and boom: a much better faction. [/quote] I think that it's all about the synergies. The wraith race provides useful advantages for the resoln faction, and that should be sufficient justification for their existence. And, if you do not like them, you can always build your own race.
[quote]You can do little things that don't feel like they have any major impact, and even the meaningful decisions seem meaningless, because the game just lacks immersion. It's completely lacking in the way the user end aesthetic interact with the player, it's built entirely around mechanics and it has no soul.[/quote] When fighting resoln, I get different theme music and of course the terrain is colored differently from when I am fighting most other factions. So, clearly,
I just played through my first battle under blood sigil, or I tried... I was not able to actually do anything because the game wanted my city militia to target a single unit with wither for its first action, but it would not let me target anything. Autoplay worked though (and the results seem consistent with all enemy units having been effected).
I think the real issue here is the AI. The AI is mostly a cookbook approach and cannot adapt to much of anything. Here are some other ways to break it using magic+civilization: build for population and spam huge sacrificial armies with low attack wearing thorns plus faction specific mechanisms for dealing with archers. I have not tried this yet so I am foggy on the details build for mana generation and spam destiny's gift on your sovereign (pariden works best
[quote who="Tuidjy" reply="3" id="3283910"]If the AI research cost is not affected by the epic/normal/fast setting, it's definitely a bug. That said, I never understood people who play on epic. The game never seemed too fast paced, and it has been slowed down two or three times since Beta 3. Why would you want to further slow it down?[/quote] I like playing the game, and when it ends, it's over. I do leave myself the diplomatic ending condition, no
[quote who="Kongdej" reply="1" id="3283721"] That said, if I was you, I would try out one hard game, if all goes bad you will lose your game and know that you are not ready for hard yet. (That said, I personally don't mind losing, as long as I don't lose to something ridiculous, like the spider event spawning at the exact turn 100 count, just saying because my point of view is pretty biased ). [/quote] I did do exactly that, though I quit before I actually lost.
Does the game scale its bonuses for AI controlled players in proportion to the rate of progress the player has selected for the game? I recently was watching the power rating of the AI controlled characters in the kingdom report, and it seems to me that with "hard ai" with epic (slow research game scale they gain power approximately twice my rate while on "challenging ai" with epic game scale they gain power approximately my rate. Alternatively, is there some difficulty settin
note that you can do this without blood curse. also i am not even sure if this is a bug, the game seems to be designed so that if you can survive long enough it's just waiting for you to end the game. By the time you have the resources to pull this stunt, you are powerful enough to complete either the master quest or the magic victory conditions, and even if you have them turned off, you have essentially already won the game by then.
I think that, if that was not intended, the +1 level on summons would be woefully underpowered. The whole game is full of unlimited compounding bonuses.
I have not progressed to the level described in https://forums.elementalgame.com/436496 but I have started to build better opponents for myself. I imagine other people have been doing so, also. Perhaps we could build a list of our favorite worthy opponent builds -- builds that the AI knows how to play? So far, for me, my consistently best opponent has been: &nbs
But zero movement points simplifies the process of mustering units out of a city. Between the auto-placement of newly created units and the rendering of armies, and the scale of the game, I do not see how this could be made to work. The active city defense mechanism (where you attack units adjacent to your city) would also radically change.
I cannot move a unit into a tile which displays a caravan directly, however I can move a unit into a tile which contains a caravan if I am moving past the caravan and run out of moves. When my unit is on a caravan, I cannot move it out of the tile. And, if I try various options involving trying to move the unit off the tile and trying to select the unit and so on, I lose the ability to move the unit even after the caravan has left. (Reloading the game at this point allows me to move t
I have experienced this in 1.02
I have been seeing this in 1.02
I have been experiencing this bug in 1.02. And, I have been favoring games where mid/late game most combat (and all heavy combat) it performed just the one unit, so every time I forget to unstation my unit I get this bug.
[quote who="25Atan" reply="11" id="3280730"] Mid game i'm using scrolls for 70-110 damage, instant cast, hitting at least 6 units. Late game easily hitting for 150+ damage AoE. Wiping towns in basically one turn apart from 2 units for 90 gold. No one runs frost resist so it's basically never reduced and when it is resisted, hits for a mere 45+ mid, 75+ damage late game. [/quote] Note that there are other ways of achieving comparable effects. I ended my last gam
[quote who="Peter Cohen" reply="1" id="2809728"]http://depositfiles.com/files/rocptkxmz[/quote] After I wait for the depositfiles countdown to end, i get this message: [quote] This file does not exist, the access to the following file is limited or it has been removed due to infringement of copyright. [/quote]