zlefin

zlefin

Joined Member # 4946990
13 Posts 22 Replies 472 Reputation

So, i'm still not seeing a patch for this. Leaving a game to work on newer things is fine, leaving a game in an unplayably buggy state is very unacceptable behavior for any company. Those of us who didn't buy the expansions and add-ons should still be able to play our fallen enchantress.

44 Replies 83,133 Views

spiritual successor is jsut marketing; and please stop bumping this thread so much; it looks odd you pushing that so hard in the FE forums. And age of wonders was already the closest spiritual successor to MoM to date.

23 Replies 24,231 Views

I concur; some ai improvements so the ai is better at the game would help; as would making sure the ai is at least under similar restrictions, it's quite annoying when ai gets to near ignore some effects in the game. I wish they wouldn't be so resistant to letting other people improve the ai.

22 Replies 35,568 Views

first, fix your formula. secnod, i take them a lot, though it's somewhat dependent on hero. the more things they have that scale well with level the more often i take the +exp things. since right now your sovereign level affects faction prestige and growth; I tend to take alot of +xp on my sovereign; even moreso as I often take one or two of the passives at the start that scale with level. By my estimation; after a good while, say level 15 or so; the effe

31 Replies 43,994 Views

this doesn't feel like an acceptable kind of ai cheating to me. Games are supposed to have mechanics; giving ai advantages is one thing; letting the ai ignore mechanics that are supposed to exist in the game, like monstsers being a threat, violates that. Unless it's absolutely necessary to let an ai ignore something to be functional it shoudln't be done.

20 Replies 14,496 Views

[quote who="Frogboy" reply="97" id="3321641"]Quoting Nathan E, reply 94 quoting post FUN! Generally speaking, FE 1.3 is just a lot more fun. That said, the best way to make the game more enjoyable is to get more units for each side. The AI doesn’t design its own units. It uses what you create. The more units you give a faction, the smarter the AI gets. Don't get this. I have to design units for a faction in one game and then later play

103 Replies 170,985 Views

Making some comments as I look through the article. Saying the weapons were replaced with ones with different abiltiies is inaccurate; the weapon abilities already vary both by type standards, and with some individual variation. To my eye; the problem with the weapon system wasn't so much the hard to tell number; but UI flaws: while the first number ni your armor was piercing defense; that was never explicitly said, so people didn't know what their pierce def

25 Replies 55,346 Views

[quote who="IlluminaZero" reply="81" id="3320375"]While I don't think the AI should illogically gang up against the player, I do think it would be appropriate for AIs to create coalitions against dominant powers. This is pretty common in war-sims, for example some of the Romance of the Three Kingdoms games will do exactly this. When the AI only takes into consideration power and becomes increasingly acquiescent as you gain momentum it just makes the end-game increasingly one-sided (and bo

103 Replies 170,985 Views

[quote who="Frogboy" reply="70" id="3319943"]If I had a game of my own to work on I would, but I don't; I have ideas for games, as many people do, but that's far from having a game to work on for ai purposes, there's a lot of other things in the game that's needed before it gets to the point where you can focus on ai. This leads to one of the obnoxious catch-22's; you dont' have experience so you can't get a job, you don't have a job so you can'

103 Replies 170,985 Views

[quote who="Frogboy" reply="35" id="3319222"]Quoting zlefin, reply 34 good things to hear sounds like good progress. On AI; my offer to help write improved ai still stands; and the biggest way to easily make significant improvements in the ai is through genetic algorithms and data mining of the games played by all the players; that allows for much better races and units quite readily. I appreciate the offer to help. But unless you have ever actually writt

103 Replies 170,985 Views

good things to hear sounds like good progress. On AI; my offer to help write improved ai still stands; and the biggest way to easily make significant improvements in the ai is through genetic algorithms and data mining of the games played by all the players; that allows for much better races and units quite readily.

103 Replies 170,985 Views

I imagine it working like it does in msater of magic and age of wonders; I loved the crafting in both of those; and I don't see any problems with using a similar system. Also, we still need a system to equip your champs with the more normal items; it's nonsnse to have to pay a FORTUNE to buy an item for a champ when they're sitting in a stack of 20 regular units that all carry that item.

58 Replies 171,777 Views

I think it'd be nice and thematic if the various ranged magic damage staves got a damage boost from any +spell damage boosts the wielder has. This would help make them useful weapons for a caster when they don't need the initiative for spells; as well being thematically appropriate.

2 Replies 6,389 Views

note: since 1.20 not out yet; this is based on 1.12 play; 1. too man type-restricted buildings; ESPECIALLY FORTS. while having towns focus in certain areas is sensible; and letting towns have levelup abilities that push them in certain ways is sensible; having it be impossible to build certain types of buildings ina town just feels wrong. It might not be the best place for such a building; but to actually be unable to build buildings of all types jus

221 Replies 587,953 Views

I recommend splitting off the discussion about balancing cities into a diferent thread; and leaving this one to focus on the ai issues.

104 Replies 189,584 Views

That is, the variance between the quality of starting positions. Played about 25 full games; another 25 or so started but abandoned early for various reasons. Sometimes you get a rather weak start town location, low on essence with only 6-7 total pips; sometimes you get a strong one. Sometimes ther'es piles of settleable new cities nearby; sometimes there's barely any (recently had one with no valid settlement locations for quite aways in al direction

6 Replies 10,788 Views

while giving ai bonuses is needed for balance at higher levels; doing it by giving the ai higher tile yields isn't so good. Doing so heavily tilts towards rush builds that aim to capture ai cities, and skews the build viability at high levels.

3 Replies 7,158 Views

simple solution: swap lightning hammer and windhammer (iirc name); the one you find as loot sometimes that's a hammer with +2 lightning damage. So just switch which one of those is available as a tech and which one is a neat item you only find as loot.

46 Replies 113,668 Views

I was doing weird stuff in a game; and built some outposts right next to my cities; as long as they were outside the city walls they were fine; but once they were inside city walls they acquired a buggy behavior: whenever you built an upgrade to the outpost all upgrades at the outpost would disappear. So if the outpost already had upgrades before going inside the city walls it would keep them; UNTIL you built another upgrade, then both the new upgrade and all prior ones woul

0 Replies 1,923 Views

I had a thought while I was considering the problem of armor costing too much, as per my previous thread: https://forums.elementalgame.com/438380 Lately, I find my biggest problem with the prices isn't balance-wise (though the prices are too high, esp for leather); but one of flavor and willing suspension of disbelief. That I can pay some crystal/metal and production to build a set of 4 units with the armor quite

1 Replies 5,615 Views

[quote who="coyote303" reply="1" id="3299451"] If a unit is in a group outside of a city, its movement is limited that turn to that of the slowest unit. This is true even if you eject the units from a city and then move them back into the city. It has been like this since I've played. Furthermore, if you move a unit into a group (or out of a group and back into the same group), the group's movement will be updated. So, if the unit moving into the group

10 Replies 5,410 Views

I find fortresses very useful; though I tend not to make too many of them. They really are the best place to maek troops by far though; the bonuses to base armor and accuracy make a large difference, adn the cost reductions let them spam troops much better. If they happen to get large they also get some nice bonuses at higher levels; and all the current level 3 city choices are quite good. It's of course even better at a place with high essence to add encha

6 Replies 5,698 Views