[quote who="xStarfirex" reply="2" id="2833491"]Give it another try in 24 months time. [/quote] You had a typo.
Sythion
Keep in mind that one of the advantages of computer players is they don't run into micromanagement fatigue. With tactical spells such as arcane weaponry, regenerate (which needs a huge buff), etc, I think the best thing to do is have the spell caster analyze both whether or not the spell is beneficial (ie, are they going to be going into a close fight? Is it unpredictable vs a human player?), and cast the spell then. They should remove as soon as they feel it's no longer necessary, maybe even
Are you out of your mind? Boring is having an entire book full of non-useful spells. Boring is just getting essense over and over again and having no choices. This one is still a little unbalanced, and has some asinine options (dexterity), but it can actually work from a gameplay and balance perspective, which is something Elemental has never had in the past.
Those of you who say you liked the "feeling" of the old system better need to think about whether or not they are just being resistant to change and a little nostaligic. The essense system, even if you liked aspects of it, was absolutely horrid from a balance standpoint, and needed to go before this game could be serious fun (not just fiddle with stuff fun). Anyway, for the current stats I think things are good except for some tweaks and the following to changes: 1) Intelligen
GRRM is pretty much the only fantasy author who has the ability to write both badass scenes, and relatable, interesting characters. Many people revel in the "epicness" of his books (these are the same people who love WoT and Erikson), but that's really missing the point. He's given fantasy enthusiasts a way out of the same cruddy Tolkien derivitives its been stuck in for the last 40 years, and allows some literary quality to be put back into the genre.
I don't think any of this matters. What does matter: The population cap is completely ineffective as implemented. Buildings need to require way more people. People as a local resource should be added too.
... oh
As Resoln, as a custom Wraith, I am unable to create groups or parties after researching the techs.
25% valid opinions which I respect but disagree with, 25% bragging about how awesome you are at thinking, 50% pure, unadulterated hypocrisy. Great job.
You are jumping to a lot of assumptions about my thought processes to villanize me, and it's pissing me off. You're also being incredibly hipocritical by calling me biased. Watch it. Just because I think non-combat champions should be scrapped for better fitting mechanics does not mean that by extrapolation I think everything that doesn't fit well needs to be scrapped. Losing this is not a big thing, regardless of how you feel with your bias</
[quote who="Wintersong" reply="245" id="2825274"] "Farmer" Champions have "Farmer" as background representing their past, not as their current "job". As such, they are less skilled warriors than someone who was one before switching to being adventurer (Champion), but they offer us different kind of skills. Skills which are more useful than any combat one as you can always choose when to use them, in Champions that can still fight as well as combat oriented ones (without the ski
[quote who="RikazeMA" reply="241" id="2825145"]First off, it is trivial, it's not complex, especially when you look at it from the standpoint of everything that is already in the game, or what SD is aspiring to put in the game. THOSE features are complex. Making a distinction between Combat and Non-Combat Champs? Easy-peasy.[/quote] I won't argue this with you, because it gets into semantics more than anything else. However, I do think you're underestimating the comp
[quote who="Tridus" reply="234" id="2824866"] Quoting Sythion, reply 232 Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO. Okay, so you'd solve the problem of units with skills that only work while they're in cities gaining XP and levels... how exactly? The solution actually isn't very complicated at all. [/
Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.
[quote who="econundrum1" reply="227" id="2824719"]It's a general issue with experience point systems for RPGs computer or P&P. If you talking logic you don't become a better researcher, scribe or administrator by sticking a sharpened piece of wood up a bandits........ well you get the point, no pun intended. So yes really a skills based system that improves the skills and attributes you use is the only realistic way of allowing both combat and non-combat bu
This stuff sounds great. Thank you for addressing champions. I'm looking forward to playing Elemental again after 1.1 (and hopefully won't regret not taking the 75% refund). Just want to give you guys a tip to watch out for High str champions with High speed weapons. It's an unintuitive combo, but it could very well make it so a super strong champion can use his linear attack bonus * higher attack speed for the exponential growth you guys were looking to avoid in the first place. Mayb
All the things people have said is well in good on paper, but in actuality they don't compare to the benefit of having an immediate, decently useful champion. You have to be retarded to send your daughter away. Always take other people's daughters from them and their grandchildren ext. Never give yours away.
[quote who="GaelicVigil" reply="43" id="2788455"] Well, we will have to disagree then. Sure, we have the new hex combat mechanic, but the poor AI doesn't even use it effectively. As it has been mentioned above, unlike Elemental, Civ 5 doesn't separate units from buildings in construction, so you lose choices there. Civ 5 doesn't let you get heroes, it doesn't let you get magic, it doesn't let you have sovereigns, it doesn't let you have dynasties or customize your units
Hrrm... Wish I would have noticed that conversations about basic game design were still going on 6 months before release. :( Would have saved me a tough choice of only getting 75% value back with a refund, or waiting to see if it gets better.
[quote who="GaelicVigil" reply="39" id="2788418"] Quoting StarReaper, reply 37 CIV 5 *looks* more polished. It has more features right now. I've been saying for a long time that the major game reviewers base their reviews on polish and accessibilty more than anything else. Take GTA 4 for example, it was far more shallow than GTA San Andreas, but got higher reviews across the board. Same thing with the Halo series. If you
OP and those who agree with them -- you are utterly ridiculous and completely lack perspective. Of course Civ5 has bugs, and imbalances (especially around diplomacy), but to think that Elemental comes anywhere near the level of polish in gameplay and balance is just plain asinine. I get that people are trying to be positive here, but don't let that make you say idiotic stuff. I'm fine if you appreciate the features of Elemental more than Civ. I'm fine if you like the open
I'm spamming just as much, building up less.
[quote who="Stuie_acs" reply="16" id="2775687"] Quoting Sythion, reply 14 We do have the ability to build roads, and the current game is "only need one stack and teleport aorund and win everything." We have the ability to "create" roads that the game places for us between two cities. We cannot "build" roads where we want them. Maybe the effects of Organized could be turned into a higher level spell which requires
I think the issue is less about what's overpower so much as "when" it is overpowered. The strength of different strategies scale at drastically different rates. Every aspect of the game is overpowered or underpowered at some point. The one exception to this is teleport, which makes the only viable war-strategy at any point in the game to create a stack of doom of your choice (early game heroes, mid game summons/archers, late game troops, etc) and just bounce it around to wherever you