Voqar

Voqar

Joined Last seen Member # 635914
10 Posts 227 Replies 1,444 Reputation

[quote quoting="post"]I tried playing Galciv 2 with all the patches and expansions a few days ago, and I got bullied and wiped out by the AI in normal difficulty. I remember having the same issue with the first Galciv as well when I tried playing the updated version of it some time ago as well. Brad, or anyone else which reads this: Stardock seems to always listen to the 'Hardcore' war-mongering fans which complain about how easy the game is, how passive the AI is, and how this is

86 Replies 237,514 Views

[quote who="OsirisDawn" reply="10" id="2733488"]Good post, i agree with much of it. But i still think the game is awesome, keeps me coming back. Strange that.[/quote] Yeah. The game has lure. The overall concept is solid. Some elements show a lot of promise. But I agree with the OP's analysis. I've been wanting to start a thread asking "Did beta fail?" because it's hard to believe this stuff didn't come up in beta. I preordered but I co

76 Replies 321,172 Views

[quote]So the question you need to ask yourself is a single champion worth 15.5 soldiers?[/quote] No, especially if those troops are in parties, squads, etc, getting combined stats, and forming uber units where just ONE of them would vaporize the champion. For now, I grab the champs for their bonuses if the cost vs benefit works and stack them up in my capital. Outside of that, I think they're useless. I suppose you could imbue them and use them for extra telepor

65 Replies 43,583 Views

I've only ever had 1 shard in a game (restarting repeatedly, ftw) but I've always felt like they do nothing. Even if damage is 0 thru int * 2 the upper range for dmg should be higher with a shard and I have NEVER seen a spell do more dmg than my sov's int. I usually have my sov up to 20 int or so by the time I should be getting a shard multiplier and it pretty much fall out of my chair in shock if a spell does over 10 dmg to anything. IMO, armor/def should not reduc

114 Replies 213,756 Views

[quote who="diamondspider" reply="1" id="2732886"]Well said.. except that I do make a "taxi cab" king that uses organized/adventurer and teleport to get my main army around quickly... so, magic isn't quite useless [/quote] Yeah, sadly my sov has just become a teleport bot for melee death squads. I cast a blizzard occasionally just to watch how little damage it does even with 20 int and a water shard under my control. :/

9 Replies 11,903 Views

I haven't spawned in my current game. Last night in 1.01 I had the ugly trait and was cranking out children like there was no tomorrow. I wouldn't mind some magiclal kids but I don't need a new one every 10/20 turns.

4 Replies 2,982 Views

Units seem to gain health as they level up, but not hero/sov types - those you get the point to spend. I'm playing Tarth too and they just get a % health boost. I think heroes and sovs should get health/level too, or something. As the game goes on the power of NPCs/baddies and squad type units leaves the so-called heroes in the dust.

5 Replies 6,205 Views

Odd. Normally in TBS I want a distinct end of turn but in Elmental I was annoyed when I turend off auto end turn and quickly turned it back on. :/

5 Replies 6,042 Views

[quote]Go to the options screen, and set the tactical threshold slider all the way to the left. Then it will give you the option of having a tactical battle even with very few units involved.[/quote] It would be pretty keen if there was hover text for some of the options. I've had the same issue and the ONLY way I know now that tactical threshold controls this behavior is by accident of seeing it mentioned here in forum posts. [quote who="cfehunter" reply="5" id="2

14 Replies 33,233 Views

The end of turn stuff is confusing because by default auto end turn is enabled, which means there never is a break in turns. You'll have hiccups where spells/research/etc advance but it mostly feels continuous. You can disable this in options but IMO the game feels better with auto end turn enabled - which is odd for a turn-based game to be sure. I agree on the store thing. It's a hassle and a half, especially if you wanna swap out gear. You have to look at wha

11 Replies 39,384 Views

1. One thing I've been doing is swapping out troops. I use squads of 4 custom designed troops (given extra defense and health kits for extra hp and regen). I have squads in my main army with the sov, and squads in my cities. I use the teleport spell (best spell in the game, IMO) to hop around and swap beaten up squads from my army with fresh squads from cities. 3. IMO, they're pretty useless outside of their bonuses so I just stack them up in my capital. :/

2 Replies 2,941 Views

IMO, the way controlling magic nodes impacts tactical spells is both overpowered, simplistic, and ignoring so much that could tie in to the gameplay. Rather than have nodes give a flat out doubling or 100% bonus or whatever it is now, how about instead having node control give a smaller, more sane bonus that is impacted by your research, buildings, sov's items, or even sov abilities (that don't exist right now). So maybe the bonus gets more extreme as you invest more heavily.</p

2 Replies 4,186 Views

One thing that's killing me in this game is the brutal slowness of mana regen. For a game that features the word "magic" in the title, it's hellish. I'm guessing one reason is to limit excessive spell use in tactical? There seems to be other limits on spell use in the world. If not, add something similar to... I suggest adding cooldowns to tactical spells. It could be something as simple as the spell level - or something more thought out and balanced.&n

1 Replies 3,802 Views

[quote who="tesb" reply="8" id="2730179"]spells being powerfull? really? do we play the same game? they are good in the early game but that is it. the damage they do later on is much too random to make a spell caster even comparable to a regular melee guy. [/quote] Actually, I often don't find them powerful even in early game unless you're fighting rats with 2 health where a one-shot kill is likely (unless you miss). If you're fighting anything with substantial h

30 Replies 12,739 Views

Bumping, which I hate, but IMO, mana regen is something that needs to be looked at. I like the idea of having a seperate pool during tactical, or at least seperate rules during tactical. Pointing out that NPCs regen at a drastically different rate during tactical is huge because why should your hero/sov be so much LESS powerful than NPCs?

30 Replies 12,739 Views

Bump and agreed. There is danger in pushing too hard in the adventure branch - I think - with a lot of things in this game there's still a lot of WTF moments or "experimentation" - but it seems like pushing too hard in some adventure techs will bump up the difficulty of encounters greatly. I'm in the same boat, I researched the first layer or two of adventure tech and now everything is notable level 2 and I'm stuck at 1, and I have a sexy army that could most likely beat up th

10 Replies 44,424 Views

Well, I haven't played enough to truly evaluate the AI but I am noticing a few AI idiocies that are holdovers from GalCiv2. For ex, in GalCiv2 if you send a constructor to a resource and the AI is going for it too, if the AI gets there first your constructor will stop and you'll end up doing something else with it (you'll notice you got beat to it when you're cycling thru units). If YOU get to the resource firs the AI keeps plowing towards the resource, gets to the resource, and

15 Replies 6,743 Views

[quote who="Javaslinger" reply="1" id="2729946"]As 1.05 has been released your review is OOD... Check back in tomorrow. [/quote] Pretty much. I could've written volumes on Elemental at 0.99 or 1.01, and even at 1.05, but I'm still holding out before writing anything, if I ever do write anything. The differences in those 3 builds have been huge and IMO, 1.05 is finally starting to feel like what I expected from the game (in sandbox at least, doubt I'll ever pla

80 Replies 299,702 Views

[quote who="Darrosquall" reply="4" id="2730141"]it's ridicolous this campaign against Stardock. There are a lot of software house that release beta game and fix it after month. Stardock has already a day0, as you knew. All has been clear for the release of Elemental :war of magic. Have you seen the last fix at 5 am?This is stardock. [/quote] Any other game released in bad shape would get slammed by critics too. The difference is most other devs didn't create the "bill

114 Replies 393,440 Views

I'm not reading that whole article. It's hard to fault someone for reviewing the game based on the .99 or 1.01 builds. I'd say the game will still get a lof of early work and the 1.05 build is night and day compared to either of those for me (1.05 is drastically different and better). You can't really complain about reviews like this when the game was released like it was, IMO, and it's Stardock's own fault. Reviewers look at the state of the game when they review

333 Replies 1,249,068 Views

In 1.05 summoning is no longer available when creating new sovs...but if you had a saved sovereign they retained the book. Kinda takes away from the intent of the change... I'm sure you can't just strip away that book and force the sov back into edit mode, that'd be a major hassle. Dunno what you can do since the data is purely local by that point.

1 Replies 1,811 Views

Same problem. No other games have issues alt+tabbing for me, just GalCiv2 and Elemental. :/ With GC2 I can tab out and back if I don't leave the game for too long and it's fairly early in the game. If it's late game or I tab out for more than 30 seconds...forget it, game is toast.

6 Replies 3,338 Views

I love you. I think. I'll be playing for the rest of the night to find out. [quote]added ESC key support for closing common popups[/quote] ...gotta see it to believe it but heck yeah! Updating now... [quote]If you have an ATI card with Windows 7 64-bit, make sure you have updated to the latest drivers. We have verified with AMD that the pre-July cards had a memory issue[/quote] That would be me...and no other games I own crash on alt+tab excep

222 Replies 633,878 Views

[quote who="Don Bemont" reply="7" id="2728288"]As best as I can see, units heal ONLY in a city??!! I tried leaving them for a turn at an inn, but no healing. Certainly an interesting design decision. [/quote] I think as long as your units don't move they'll heal, or maybe it has to be in your territory. Whatever it is, it sucks IMO. Your units and sov heal slower than it takes your civilization to research, learn spells, build buildings/units,

11 Replies 5,913 Views