Good point CharonXeno. Item balancing is easy for modders, hard for Stardock. Engine changes are easy for Stardoc, impossible for modders. I hope the devs make the combat mechanics open for modding as well. Gonna hold my breath now..
Vallu751
Regarding 6, when your city levels up have a look on what's chosen on the lower left of your screen. The tabbed area where you usually have unit stats or actions listed. If it has the "Resources" tab activated, you can see what the town is currently producing. No way to see if you have a gold mine completing next turn, but better than nothing. Nice set of questions, by the way. Hopefully they will get resolved.
[quote who="Barrynor" reply="117" id="2745206"]Tsk tsk. No mention of free cookies anywhere! Such nonsense![/quote] [e digicons]:thumbsup:[/e] Thank you for making me feel slightly better.
I can't understand why this post is so well received. There's no mention to the many important items brought to light by the beta community, not to mention the post-release community. For example, the items here are all missing: https://forums.elementalgame.com/392412 . This post by Brad tells about fixing character creation, making a new book and a new DVD release, while the core problems of the game remain unanswered. The si
OP summarizes everything very well. [e digicons]k1[/e] I believe this thread is very much about whether Elemental will ultimately be great or crap. While I have some hope, I also don't understand why these issues are even present this day. It's not like they haven't been discussed for ages already.
Well said. Since the AI always just charges forward, I can always position my units so that I'll be hitting first. When defending, the AI should go for defensive terrain or some other benefit, not charge mindlessly forward if there's no reason for it because of archery / abilities.
Seconded. MoM used this.. then on the other hand, MoM units behaved in a sensible, non-game-breaking way too, with every individual rolling for attack and defense separately. I'l like to have that back too. Of course it would require an overhaul of item stats as well, so I don't think we're going to see it happen. The good part about the Elemental system is that units are more easily comparable. A single man unit has a similar attack attribute as an 8 man unit. In MoM it's dif
I'm siding with Brad on this one. I want to use my keyboard for movement, and using the number pad is a pain with hexes.
Just wondering about the xml: If one has a single fire shard, isn't UnitStat_NumFireShards 1. A value multiplied by 1 is the original value. So shouldn't that be number of shards + 1? Has anyone tried whether the damage increases when you have more than one shard?
Oh man... A game can never please everyone, that's for sure. The most important thing I'm looking for in Stardock games is their challenging AIs. If military power wins against a player like Gormoth1, then the AI should go for it! That said, AI behavior is governed by the modifiable xmls. Maybe someone could mod more peaceful factions for you to compete against.
Fully agreed with OP. I have to play with cloth-map only, even though I have a very high-end PC, and I can pretty much walk over the AI. But I just love the game. The features are so rich. And city management gets a really, really big thumbs up from me. If this was released from a game company that switched their team to a new project on release day, I would be really disappointed. But not here. Stardock and Kerberos (Sword of the Stars) are companies that keep supporting thei
Any way to do this with a keyboard? I haven't got a middle button in any of my mice.
Yeah, the resources are the important thing in this game, not the cities. I've played a long time with just two cities, expanding their reach to more resources.
I've got the same issue also. Alt-tabbing out and back into the game helps. I really hope I don't have to relocate my taskbar to accomodate a single game. I guess I'll start running in a windowed mode until these get fixed. Another mouse problem I've had is when building improvements to a city. I have the "zoom to build" option off. After I've selected a building and click a patch of land, the map jerks and the building is placed somewhere else. The game could be centering on the city
I tried to vote for MoM style combat calculation during the beta, but no such luck. In MoM, every point of attack had a 30% chance of scoring a hit, likewise for every defense point. The probabilities for damage come out equal, a 10 point attacker will do the same amount of damage to a 10 point defender, but the variance is far lower since there's a bell curve involved. In other words, for an attack value of 100, it would be far more probably to score 50 than 1. In the current system,
I think those two books are granted according to which 'side' you belong to: kingdom or empire. Kingdom sovereigns get the life book and empire sovereigns get the death book.
It looks like stuff under the Vitals tab shows the stats of the character for reference. Current move points on the other hand is not a stat reference, but something that is actively being used. I'd prefer if it was separated from the Vitals tab and shown somewhere all the time regardless of which tab is chosen.
Agreed. The game is complex enough even with information visible in the UI ;-)
According to the game roadmap , there's very little ready besides the galaxy map. There's no game to play yet.
[e digicons]k1[/e] Great post!
Phantom warriors was an awesome spell in MoM. Hopefully tactical battle spells will have such gems included.
The first option looked better to me.
[quote who="Peace Phoenix" reply="7" id="2665030"] It isn't the same to be able to teleport in your territory (defensive move) vs teleport into ennemy territory (like you did in HOMM3)[/quote] It's not quite as powerful, but it can still be used offensively. You can teleport your army to a border hex and attack anything near the border. At least in Civ, you could take over cities this way. And besides, the true fear here is whether there will be a full teleport spell
Well said, seanw3. Maybe I'm overly pessimistic due to my bad experience. If there's a spell that guarantees 100% victory over the AI, the constant improvement of Elemental will see either the spell altered or the AI enhanced. I definitely consider your strategy to be valid and not an exploit. As such, I hope to see an AI that can cope with it some way. In my HoMM 3 example, the most sensible way for the AI to play would have been to never leave the city. Calculating distances of the
I sincerely hope you're all correct in your confidence. Galciv 2 definitely has an AI that is capable of putting up a fight, even if it wasn't perfect in some areas, like planetary development. Since there's no actual answer to my questions, I'm still a bit worried. The thing is, it's easy for a computer to calculate stuff such as moving distances for armies with movement points, but the rules change when powerful magic comes into play. Let's take a situation from a simple game as an