He never said anything about Elemental being better than either. From that comment, all you can tell is that Civ V isn't as good as Civ IV, which he hated. Personally I don't get what the comparison between the two is, they are different games, almost like night and day. You might like one better than the other, or maybe you like both. Big deal. I'll probably end up getting Civ V, but honestly I have very low expectations for it, having played Civ II and the 3000 incarn
Kalin
All they really need to do is balance the attack of bows a bit like they did with other weapons. Short bows = 2 atk, long bow = 3 atk, then add a couple of better bows that eventually reaches and perhaps even bypass the strength of the current bows. Thus, you could still have bows from the getgo for archery factions, but it won't be nearly as op, and you'd still be able to use them later if that's how you like to play the game, you just need to research that path.
I don't mean to devalue arcane research overall compared to iron. It's just that you can build little arcane lab/lore shops in your cities and find arcane researchers to fill in that need, especially since the later spells aren't all that needed. So unless you're planning to win by spell of mastery, the ancient temple itself isn't a high value thing in my mind. Whereas iron can only come from iron mine (and ventri mine), so it has more importance as a resource node.
Think of it this way: the food and housing is place in the open to attract people to the city. Basically you build a house complete with food on the table in order to say, "Hey, you guys walking around in the swamps over there, we got a place for you to stay and food on the table, come join our city." Then you put them to work in w/e sweat shop you got setup beside that house.
Seems pretty close, but I think food is pretty important to expand your first city. More so than even gold. Lost Library is still the most important in my mind though. With lost library you can research to spawn gold (and food for kingdoms). The food is needed to expand that city to level 2 to get the room needed to spawn the resources. So those 2 goes hand in hand in my mind. Only other thing I'd say is that depending on your strategy, iron might be more important that ancient temple. If tem
Heheh, I was kinda going for that "hidden in the woods" feeling, and might have went a bit overboard trying to cover the stuff with trees, I'll see what I can do with it. Although I'm not so sure it would work as well as a guild tribunal (you can certain use it as that if you need), the reason I say that is mainly because I was designing the second tier ring to overlap to essentially create a 2nd layer of the city high above the brushes, I'm not sure if that shows up in the images too well th
Am I the only one who keeps Janusk alive? jeez. XD
Well since no one complained I'll assume the Fire Shrine is done... so here it is: Elven Fire Shrine Also, I was playing around in the editor and ended up with this: http://img842.imageshack.us/img842/6760/elemental12849
[quote who="Heavenfall" reply="28" id="2779285"]I wouldn't say I avoided them doomstacks, but I certainly didn't win against them, either. It was more a case of continously grinding the doomstacks down, as their regeneration is almost nothing. That was their weak point, their massive health pools made then need more turns to regenerate to full health. When I lost all the crucial cities, the enemy had two doomstacks just going from city to city and oneshotting the defenders. <b
I did that one game with 1.07 while waiting for 1.08, and you're right, the biggest factor in the difficulty setting that helps the AI is the HP bonus to their unit. Once you set that high enough, balance gets thrown out the window and the first strike factor isn't too bad anymore. But unlike you, I never bothered to fight his massive armies head on. Instead, what I did was use mobility (I was still using Organize at the time) to run circles around his large armies, striking his smaller units
Hmmm... that's an interesting point, when I think about what changes the game needs to implement the new system, the only thing I see from what you guys are saying, is that you add a new resource (mana), add generators and then have a way to "cost" this new resource when you use spells. Maintenance can just be a negative generator. If I understand this correctly, the current system could still stay, right? Perhaps wisdom/essence can just be hidden away in the main game with a tag like so many
If you're a real dominion fan, you should be adding: Conjuration, Alteration, Evocation, Construction, Enchantment (already in for you), Thaumaturgy and Blood, not Nature, Air, etc... :p
Not too hard to get that high, just needs good armor and stand on a hill (+50% def bonus). He might have picked the armor up from a quest or notable locations.
I think you have the multiplayer beta, and can't update (backwards). They said they will be releasing the update for that beta today or tommorow or something. You can either try using some of the mods in the mod section to fix this for now (only works with new games though), or you can reinstall and update to 1.08.037
Yeah, I don't think it's an actual memory leak. I have 8 gigs of ram, and monitoring the game's memory use as I play, it never goes above 1.6g, most of the time it's around 1.2-1,4g. Then, all of a sudden, bam, out of memory. I believe it has to do with save games, and some kind of data corruption. Basically the game is trying to save something that makes absolutely no sense and ends up generating the error in the process. I notice that it usually occurs once my own children starts getting bo
Make sure you have the latest patch. The first hot fix of 1.08 broke range attacks. They have since released a second patch to address this.
Actually, the reason the sovereign is the teleporter is because he's the first in the stack, it has no correlation to him being powerful. The actual essence amount doesn't matter at all due to tower of essence bonus, it's the mana regen of the first unit that is important. Once you start to field multiple armies, the first hero on that new one becomes the teleporter. It's not that teleport is more powerful than other spells, just that the strategic use of teleport is so great that no army sho
Ooh, looks good. Seems a bit more like some desert civilization with that color scheme though, heheh.
While the idea of global mana (like a resource if I understand it) is fine, I still say that the system described: 1) rewards rushing too much. Since shards are so important, and everyone has one, it's almost a no brainer to grab an enemy capital or two as soon as you can. Once you do the game becomes super easy since you just became twice or more times as strong as everyone else. Twice the global spells, twice the combat damage, twice the uber summons... however you pl
Build cities in empty space, use caravans to make food, build merchants to make gold. It's not that hard.
[quote who="Baoak" reply="23" id="2778768"]I've never lost either. Hardest level against 5 hostile empires and it barely gives a challenge. 1.08 does play a little better but way more is needed in AI department. For one, computer just isnt aggresive enough. I leave cities unportected all the time. It doesnt fight well on tactical either.[/quote] Actually, I find they are way too aggressive. I will regularly lure them to attack empty cities only to destroy their entire a
To fix that you can just grab a mod from the mod forums. Granted you'll have to start a new game to get that to work. The main problem that was fixed in .037 is certain skills were crashing the game.
Talking about it made me go and dug up the save (wish there was more save info to make finding stuff easier) to pull this screenshot: That's a 4 stack, a 1 stack and a 12 stack of young dragons in game... 17 dragons, in one battle... does that qualify as epic enough?
All the 15 mana teleport change did was make sure the sovereign never cast any spell but teleport. He's essentially a teleporter now. I imbue other heroes to cast spells, sovereign's mana is reserve for teleport. It also makes me push for tower of essence earlier, but that doesn't really change much.
Thinking about it more I think I "get" what they are doing. Basically they are turning mana into a resource, like gold. And have generators be the shard, and sovereign. It just accumulates until you use it up with spells. This is a model that is super simple to mod, because it works just like any other resource.