To be fair, a lot of the negative traits are free points in the right circumstances. For example, lower accuracy when fighting higher levels? Have you seen what level your sovereign is at lately? Not to mention that their accuracy is insane high as it is. It affects about 3 battles in the beginning of the game that you could use spells to win, after that, free point.
Kalin
My last game I had wondering knight of asok killing everything I send out of my starting city for a good bit of the early game before I pull out enough spearmans to fill them with holes. It made the game way more fun overall, because the AI finally had a leg up on me (hard AI). Had two declared war on me before I ran all over them with my sovereign. Taking out those knights was the highlight of the game.
Please please fix the unit building city enchantments effects upon loading... it's one thing for me to not use it, it's another when the AI is running around with 20 def more than it's suppose to have. I posted details of the bug in my review thread: https://forums.elementalgame.com/423451 [quote quoting="post"] 2) City Enchantment with associated shard power gets really buggy as the game goe
Don't bother trying for armor early, just stick with building a couple of spearmans (you'll want to redesign them with some good traits though) to help your sovereign kill stuff. The faster you clear the area, the more space you have to settle and expand. Learning what you can take on, and what you can't will help a lot as well. Research wise, I normally grab the spearmen tech, then focus mostly in civic, but that's really up to how you want to play. Oh, and y
Well that might just be the point, everyone tend to neglect terraforming spells, and here's finally one occasion when they are actually useful for something. Perhaps it's made that way so you might pick them up? I mean, if this is the obvious, and easy solution, then what's the problem? As for the movement through peaceful nations. I might not want someone peaceful to go through my territory, but don't want to threaten them to leave every time they do, s
They definitely are aggressive, I've seen monsters destroy a giant cluster of 3 outposts at once and even a city owned by AI players, but yes, they don't always attack. To be fair, AI monsters don't always go after YOUR stuff either. I guess that's because monsters don't always behave logically? They might just wander around and leave, although if they are dead set on attacking, they'll rush straight for your city. The reason you are probably thinking this is because t
Put it this way, we can't even go through squares with OUR army in it (try filling up a city with your units, and then try to walk something through it), it'll walk all around the world before trying to go through that MASSIVE city. I understand your point regarding non-aggression pacts, and I can see they might change that, along with the silly city behavior. But unil then, use terraforming spells. However, I completely disagree with your assertion regarding tile blockage. Yo
2 words: Terraforming spells
It only works if they actually block some clever pathway, but that rarely happens. When I see this, I just walk right around them, let them attack me and waste their movement instead of mine.
I'm pretty sure that's where Waerloga the Dragon Lord is imprisoned. It's a Wild land, but unimplemented (a lot of them are buggy). If you build a city close by and expanding it enough (for the sight), you'll be able to see him sitting on his dragon wearing all kinds of cool gear. Edit: Bah, should have read more.
Yeah, this is becoming a pretty big problem with the added monster attacks and unrest penalties for occupation. I think they should just get rid of it all together. Hopefully also removing those terrible 2 grain tiles from the list of colonizable tiles.
It seems to me like you're intentionally neglecting your research (city build up) in order to rush your enemies, while that is a perfectly acceptable strategy, you can't really blame the game for the research problems. Take for example: You can get a 5 grain city to level 5 simply by researching that repeatable food production research near the end of the civilian tech tree a few times. But since you're neglecting that and rushing warfare, you're worried about how it's too
Just got in a good 550+ season game playing as Tarth, I could have won it handily by season 200-300 but I decided to build up while observing the AI to make the report instead of just mowing them all over. I currently have 10x the might value of the next player... so I could just declare war and demand surrender if I wanted to win. Game settings: Large Map, Temperate World (seems to give the fairest starting locations - might just be my imagination), All other AI at Challenging (a bit
I think it probably needs 3 stages too, like none at
Jeez I'm slow... just noticed this and the update is already out, a lot of the bugs I've jotted down seems taken cared of, except for one: Heart of Morian (sp? the boss of the swamp) gives bonus to constitution of units, and that wasn't working in .911 because those stats were removed... I don't suppose you guys caught that one too that while fixing the Academy of Revelation?
I've also only seen one... forgot what it was called, but it increased the level of monsters by 1... of course I was in clean up mode and most of the monsters are dead, so I have no idea if it actually works. I'm thinking that event needs to happen way earlier in the game.
The 2nd suggestion, replacing dodge 3 with it, just isn't enough. You'd just have 1 less trait, and 5 less dodge. I was able to get some 120+ dodge in my last game, so 5 less doesn't seem like it would fix the problem, and I'd have another trait. If a nerf is in order, it definitely needs to be +1 per level. Maybe make it less rare or something to compensate. Although honestly, I think they just need to establish some kind of cap on dodge/accuracy. Make it so that ther
[quote who="Frogboy" reply="41" id="3135721"] Except we disagree. Obviously, it's Kael's game and design here but I still totally disagree with what you write above. If you had said "I don't think there is enough" then I might have agreed but you say there is NO meaningful decisions. If I am building up my infrastructure then I'm not training a unit. That is a trade off. Whenever you gain a city (conquer or found) you are diluting your gro
I suspect that it may have something to do with the fact that a lot of us are getting the game for free. On one hand, having a good collector edition would seem like a good idea to generate revenue from the fans, on the other hand, it also seems like trying to have the cake and eat it too if there's too much in there that normal players don't get. Fair or not, it's probably not something that they would want to discuss so I suspect they won't say much about it until near relea
[quote who="Frogboy" reply="108" id="3126441"]*personally* I would like to see multi-tile cities but kept in terms of "districts". I want to look at a city and be able to instantly tell how advanced it is in different areas even if it means the city is using 3 or 4 tiles.[/quote] I don't really have a problem with having limited amount of districts instead of "buildings" on the map, if the end result is still somewhat similar. Although IMO, the
Just a quick thing about the map scale, and trying to make things make sense: If a tile is hundreds of square miles, how does two tiny group of adventurers always run smack into one another when they are in the same tile? Or heck, your long is a "season" anyway? I suppose that would depend on how long a year is... which you could basically say is anything you want seeing as how this isn't even happening on Earth. So pretty much all the premise behind distance and time is subjective (unles
Judging from everyone's supposed hatred of snaking, perhaps this isn't all that unnecessary...
As I posted in the other thread, simply adding a cost to buildings that are farther away from the city hub would do wonders for the situation, say 5 Gildar for every tile away from the hub. Thus, you can still build massive cities or snake or creatively wall your empire, but it comes at a cost to your treasury. If you can afford it, go crazy. Which is how it should be. As for specializing cities, I've always been a fan of upgrade paths for buildings. For example, le
In my mind, the set tile cities (like you are suggesting you might be headed to with beta 4) removes too much of the city construction (essentially taking it out completely), which is a shame. I happen to like the current city construction mechanic (playing with tiles and shaping cities) because I think it allows you to build forts and adapts to the openness of the game and making chokepoints. Having said that, I do think it could use a few changes to address the key issues: </p
I'm going to start by saying that I'm impressed with all the work you guys have put into the game thus far, and hope to see the game become a great game in the end. It's win-win for everyone, IMO. However, on topic, if I may add my 2 cents: there's no need to completely neglect customized factions when you try to add faction differentiation. A lot of what you are saying can be done with the current customization system, all that needs to be done is to tie those "differ