I'm glad the starts are different. For you ppl that always want a good start, and not the need to find the best spot possible the first turns, just recreate the world.
NorsemanViking
Nice of you. I love Elemental LP's too. But would be soo cool if you could play on challenging or hard instead.
[quote who="HighQ" reply="3" id="3089729"]I also think about a future multplayer. This makes unit rushing possible. Killing an enemy in the first turns of the game. It also keeps peacefull races weak i think. Maybe a city buildin melitia? Numbers based on the city size? Only active when there is no active unit to defend the city? Or maybe to choose for the cost of a city lvl? [/quote] Well, rushing tactics should come at the cost of bec
Please no! We need hard choices, and one is deciding whether to build a building or a unit.
[quote who="scifi1950" reply="23" id="3089186"]There's been a delay, but sounds like it's still going to be released today. https://forums.elementalgame.com/418092/get;3089131 [/quote] I've heard rumours they are testing the new slow spell.... hehe... ;) Well, I can understand they want it as good as possible. Guess we have to be patient.
[quote who="joasoze" reply="19" id="3089160"]@Norseman - Hei der. Nå må de treige amerikanerene få fingen ut. [/quote] Ja, faen som de treiger seg. For mye hamburgere og smultringer i dag, tenker jeg. Translated: Yes, God damn they are slow. Too much hamburgers and donuts today, I guess.
[quote who="Sarudak" reply="16" id="3089150"]I can't play until 6 anyway so I just hope it does come out today... [/quote] Here in the old Kingdom of Norway the clock is closing in to 22:00.... I just can't stand the wait anymore for xp sharing between heroes. It's the single most wanted and needed feature. Edit:Combine that with the new Froggie AI and the fun factor goes x20
Hmm, they are later then usual. So lame it's getting late in Europe.... and I can't play before monday if I can't get it tonight.... :( Still hope to be able to play it 1-2 h before I have to sleep. Hurry up Stardockians, I'm getting desperate! :D
I have the following vision (for an expansion pack obviously): - You can build harbors and shipyards if cities are located near beaches, as in WOM - You have transports and warships, and an own unit designer for ships as well. Techs that gives new equipment for ships etc must be implemented in the tech three. Alternatively new tech could make new pre-made ship models available. Different kinds for kingdoms and empires. - Transports can transport an army, but are
Good analyzes
Ditto! No doubt about[quote who="slik" reply="23" id="3071684"]I was thinking that the techs opening up new quests and higher level heroes should be divided. Quest levels spaced out in the tree, with the higher level quests (with all that awesome loot and experience) burried deep in the Magic tech tree. Really deep. Heroes would still level way too fast though. My vote is for divided xp. [/quote] Ditto! No doubt about that. Splitted xp
[quote who="Bellack" reply="108" id="3066140"] Quoting Vhorthex, reply 94 Quoting CariElf, reply 93 Quoting Luke_strider, reply 87When they are talking about having to rewrite TC for MP, they are not talking about re-designing it. As you say, from a end-user perspective all the rules and such _should_ be exactly the same as playing the NPC. The problem is that the *underlying code* is not set up to handle multiplayer a
Good luck with what sounds like an interesting and more challenging game.
Nah. We just need to split experience between the heroes in an army, take it from there, and we are OK!
[quote who="Frogboy" reply="6" id="3068847"]Jon is lead designer on a different game that's in development. [/quote] Galactic Civilizations III :D
Edit: Double post....
Is experience split between the heroes in the army now, or do you still earn 4 times more experience from a battle if you use 4 instead of one hero? Didn't have time to test new patch yesterday..... ;)
The reload/save issue is completely up to the player. We shouldn't make the game unbalanced or non-challenging because some people cheat. But of course; The AI has to be able to deal with it too (or cheat for less impact of the maluses). As the poster above me mentioned, the way it works now is too exploitable.
[quote who="CariElf" reply="93" id="3063208"] Quoting Luke_strider, reply 87 When they are talking about having to rewrite TC for MP, they are not talking about re-designing it. As you say, from a end-user perspective all the rules and such _should_ be exactly the same as playing the NPC. The problem is that the *underlying code* is not set up to handle multiplayer and would need to be gutted. This is
This is such a super idea. Solves alot of problems, and makes for more interesting city building and hard choices. I support both tile limitation and upgrades for buildings.
Yep, I hope and believe the AI is intended to think like this.
[quote who="LordTheRon" reply="7" id="3064394"]These are exactly the things a beta is supposed to iron out. Champions get treatment aleady in the upcoming patch. See 0.76 update thread.[/quote] Well, increasing experience needed is OK, but the most important thing they should do is splitting experience between the surviving heroes in the battle. I see alot of people are suggiesting it, so hopefully they implement it. Guess it's a glip in the first place, and not an
[quote who="mqpiffle" reply="26" id="3063796"]+ Increased the XP needed between levels Derek, Please think about changing the xp gained after battles from the current system of every unit involved on the winning side gains the full xp value of the defeated party to every unit involved on the winning side gets a share of the full xp value of the defeated party. As it is now, the system promotes a "kitchen sink" party band
Taking over a city should be a big deal. I like the garnisons they implemented, but they should make it even stronger. I'd like a siege system as well. It should take some turns before you can attack, based on the type of walls the city has, and what kind of siege engines your army has. No siege units at all vs high walls should mean having to starve the city down. That should take a looooooong time.
[quote who="Takeitsy" reply="4" id="3064346"]I agree with the easy experience issue, furthermore when the game counts individually the damage. I guess it wouldn´t be difficult to fix this.[/quote] The heroes you use in a battle should share the amount of experience the battle gives, the experience points should also be determined by the strength of the combined enemy army. So, if the wolf pack gives lets say 6 experience points to defeat, using one hero means he g