Kalin

Kalin

Joined Member # 2423659
0 Posts 53 Replies 10,700 Reputation

KoAs are roaming, and don't respawn. That means they are always active and doesn't need to be waken, but once they die it's over. KoAs are pretty strong, but unlike other monsters, they can be SIGNIFICANTLY weakened once you start to hurt them (due to the multiple char per unit thing), if you do 23 damage to them, suddenly their attack drops by a third, and it becomes much more manageable. The easy way to do this is use fodder, summons, secondary hero, militia to take a co

49 Replies 113,801 Views

I'm pretty sure it's: If you capture a city with a faction building, then destroy it (razing the building or the entire city), you can then build it again elsewhere even if you already have one. But you can't build the same building in the same city multiple times.

3 Replies 3,753 Views

[quote who="Gammit10" reply="25" id="3160139"]An update for patch 0.914: The monster AI is fine, but the NPC AI is handing my ass to me (again, keep in mind I am very new to this genre). Just like in WoM, they are majorly out-playing me, even on Easy, and I don't know why. This past game, I played as Altar on easy, and I routinely play a kingdom on easy (yes, that is Altar, the RED kingdom with BLUE zones of control... seri

31 Replies 119,421 Views

To be honest, I don't know why they don't just have spell damage scale with spell mastery... and spell resistance would reduce damage. Basically your magic damage would multiply by (spell mastery - spell resist/100). It would make both stats more useful.

18 Replies 71,057 Views

[quote who="jonmdewey"] * I have very little idea what trading for tech points really does. [/quote] It is suppose to apply to random techs in that tree, but this is sort of a new feature and isn't too well defined. Sometimes I see it working, sometime it doesn't seem like it actually does anything. It might be a problem due to trading for multiple type of tech points at once, I'm not entire sure, because I haven't tested this extensively. Most of the ti

18 Replies 71,057 Views

I haven't had any problem with item selling price, my tax is nearly always at zero (unless I got prison/onyx thrones - rarely I'll go to low) and my economy still roll along just fine. It's really just a matter of perspective. What if it was the outrageous buying price that is what is ripping you off?

9 Replies 15,708 Views

[quote who="Sarudak" reply="5" id="3158432"] Monsters don't need a FOW from another player. They should either see only what they themselves would be able to see. Or they should just not have restricted vision at all (gaia sees all)[/quote] I'm pretty sure that "seeing what they themselves would be able to see" is the entire problem. As in, you'd have to keep track of the vision of hundreds of different groups of monsters all over the map. As for seeing everyt

8 Replies 35,735 Views

This is a suggestion to make the AI use/build things well... smarter... or at least, not stupidly. It'll probably contain some jargon that you'd only be familiar with if you dug into the xml files, so I'll apologize before hand if it doesn't make a lot of sense for those who don't. It all started with this thread: https://forums.elementalgame.com/425251 For those who don't want to read the thread: Ba

3 Replies 26,467 Views

I'm not sure why you'd want this... do the monsters actually live THAT long in your games? They sure don't in mine. They're usually extinct by midgame, let alone late. Even the wildland bosses go down pretty fast as it is. So I'm not really sure if it's really worth it to focus into these situations. Maybe if there were some super monsters spawned through special events halfway or late in games ... that might be something to consider.

3 Replies 4,559 Views

Hah... I'm glad I'm not the only one who thinks that with window versions. There's been a running joke around here of late that MS has a tendency to overreach every other version and fails, then make up on the next iteration and succeed. According to those trends, Win8 is bound to fail... then they'll make it up with Win9. While Win7 64 is going to be the next XP.

128 Replies 268,703 Views

Let me ask you this... why does your outpost exert influence on roads, but your cities can't? (What do you think those ZOC are? It's your city's influence). Where's that all mighty logic now? A lot of people already explained why you'd slow down in hostile territory... and yes, there are plenty of precedences. Half of the reason YOU just mentioned explains why you can't just drive around enemy territory like it was your own. Maybe the bridge ahead is out... oops? Where

38 Replies 128,784 Views

I'm pretty sure they do. I've seen Vetrar demolish armies and earn a bunch of exp before... the problem is, even if he levels up, all he gets is like 4 more hp, a bit of accuracy/spell resist, etc... basically a bunch of stats that are fairly meaningless for him... As for the OP: I believe lairs upgrade and spawns stronger monsters as time passes... but monsters in general have a limit to their strength and doesn't become amazingly powerful even if you wait for decades. No

2 Replies 4,422 Views

[quote who="Malsqueek" reply="7" id="3158116"] I find the two bolded lines to be somewhat at odds with one another. Frogboy made a post not too long ago about how Computer AI is inherently very good at Defense because that is how it needs to be programmed to be competetive, as it does not have the ingenuity that living beings do at assessing a spread of options and choosing unique combinations. As Froggy said. Humans are very good with "Sharp sticks". Slowing movement of units

38 Replies 128,784 Views

Actually, this change doesn't help the AI at all, quite the opposite. While I'm in favor of something like this (I'd rather it be 4x speed in your territory, 2x in neutral, 1x in hostile), I don't think you can make this change overnight without putting other systems in place (so probably not any time soon). Let me try to explain: The current system (4x speeds) is a great boon for the aggressor, they get to pick what they attack with their movement and do so before any

38 Replies 128,784 Views

It's quite possible, in the past (in EWOM), we could add factions (or mod them) to have desert/snow/etc terrain as their defaults. However. if I recall correctly (been a while), they made it so that you only get territory bonuses on Kingdom (grass) and Empire (dark grass) terrains, and most of those modded factions got shafted as a result.

6 Replies 8,805 Views

Unfortunately, I don't think the AI actually knows what "curse" does. All it really knows is that it has a skill (perhaps of a certain type - in this case, debuff), with a certain priority attached to it. So if the opportunity presents itself, it'll use it (or uses the highest priority one). This is done because they want skills to be moddable. So you could add new skills with all kind of silly effects, and you'd still be able to get the AI to use it, despite having no real idea o

4 Replies 6,426 Views

No offense, but it just sounds to me like you need some more time with the game before complaining about various aspects of it. It almost sounds like you're talking about another game because the normal AI couldn't put up a challenge if I was sleep walking. But let me address a couple of your points: 1. The AI build lots of troops, and will change their tax accordingly to get funds (check the AI cities, sometimes you'll see it at 98% unrest for this reason). You can do thi

9 Replies 4,469 Views