[quote who="thisisretarded" reply="12" id="2775694"] Quoting Sythion, reply 11 ? That's why I said "you're lying or something weird is going on." yeah? it was the "you're lying" part that bothered me. [/quote] I'm sorry that bothered you, but it is a possibility. Sigh, no need to continue this route. Here's the point I was trying to make: OP thinks magic system is too weak. He is w
Sythion
[quote who="thisisretarded" reply="10" id="2775675"] Quoting Sythion, reply 9 You're lying or something weird is going on. i flamed the last person that called someone a liar for reporting a bug that they themselves are not experiencing. so i am not going to flame you. BUT: i will remind everyone that stardock's little engine has different results with different hardware configurations. just because it is n
[quote who="thisisretarded" reply="13" id="2775668"] Quoting Sythion, reply 10 Quoting Heavenfall, reply 2 So long, Organized! Ye be not missed. Now just get rid of teleport and we'll have to actually think to play the game! again. DO. NOT. TOUCH. TELEPORT. unless you give us the ability to build roads. getting around in this game is bad enough
[quote who="yocmj0110" reply="8" id="2775662"]nah fireball on bear over and over bro nothing its so weird to see someone talk on here where they say its more destructive now than before I CANT EVEN BURN A FUKING WOLF [/quote] You're lying or something weird is going on.
^^ Plus, I'm sure they can reuse plenty of code from SotSE, Demigod, etc.
[quote who="Stuie_acs" reply="2" id="2775650"]Change points per level to 3 in elementaldefs.xml and heroes maintain their balance late into the game. 2 might even work, but 1 point/level is a joke. [/quote] I think they would have to edit the xp/level progress too. Right now heroes get to level 3 too fast, and take too long to progress from there.
[quote who="Heavenfall" reply="2" id="2775613"]So long, Organized! Ye be not missed. [/quote] Now just get rid of teleport and we'll have to actually think to play the game! :)
Yeah, Sovereigns and heroes in general are horrifically balanced. Very powerful early game, pathetically weak late game. Same is true of damage magic. Someone used the word "mercurial" to describe the balance in this game, and its accurate of almost every aspect of the game: economy, troops, magic, heroes, summons, spell research, questing bonuses, etc. They all range from pathetic to ridiculously overpowered depending on how far into the game it is, because no one bothered to ma
Did you accidentally get the 1.08 patch for some other game or something? I roflstomped everything with like 1 spell. Damage is consistant now, if you miss miss miss miss, that means you have a really low damage spell against high defense opponents. If you have a shard(s), only cast spells from that element. It's also WAY over powerful early game and weaksauce late game, so don't look to it as a late game strategy.
Yeah, empire gets shafted in a civics research. Their war tech tree seems a bit quicker and better though.
[quote who="Tundork" reply="79" id="2775511"]hi i might be at wrong spot, but i have a suggestion. remove iron from the cost of a transport, cos if u start on an isle, where u havent enough quest zone whit iron u kind of stuck. [/quote] This is a good suggestion.
In my game there was not a bit of iron on the entire map. There was a crap ton of gold though, so darklings ftw. Well... I would have used darklings, but I had a sovereign who could cast spells, so instead I just used darklings to defend.
I'm fine with the idea of rare shards and big benefits. I'm not okay with auto-winning the entire game without creating a single combat troop. It REALLY makes the first turn advantage stand out when on the first turn you are able to consistantly do hundreds of damage to a group of opponents with an int 9 hero. Starting damage is too much. Shards give too much of a bonus. Intelligence may be something you can gain every level, but the bonuses are very small, meaning tw
[quote who="hannahb" reply="3" id="2775104"]Some feedback: Have you thought about ESCORTING your caravans? You really don't expect the drover and one mule to be able to fight off all those raging spiders alone do you? Seriously, design a unit..call it Caravan Guard... send it out with all your caravans and they should get where they are going safely enough ..if not, well, add more guards. [/quote] It's too much effor
Just played a game as Celea or whomever the wraith chick is. Cake-walked through ridic enemies with spells alone. Janusk (only other hero) was imbued as well, full armored/equipped, but I still used direct magic damage because it is way more powerful than standard attacks (with just 1 shard). I like what you've done with magic, but the balance is all off. There needs to be lower initial damage, WAY more benefit from intelligence and WAY less benefit from shards (a single shard es
[quote who="Lord Xia" reply="4" id="2774160"]In some Paradox Games, if you have incest relationships, the kids are born with the "Inbred" trait, that makes them pretty worthless. They might think of adding something like that. [/quote] It might have happened in A Song of Ice and Fire, therefore it's a valid point.
[quote who="GaelicVigil" reply="34" id="2771883"]\ Like I said, role-playing and game mechanics are mutually exclusive. If I decide that my character is afraid of water, then I can decide to never build ships in my game. If I decide that blood makes him queasy, then I can decide to never build soldiers. These things have nothing to do with the mechanics of the game, but they support the role-play-centric world that Stardock created. If you are not
[quote who="GaelicVigil" reply="31" id="2771842"]I'll start by saying that I disagree with the OP. The AI should be a lot better than it is, and we shouldn't have to handicap ourselves to make it challenging. HOWEVER... I consider Elemental to be very unique among 4X strategy games in that it has huge amount of role-play mechanics within it. Good role-playing games are peculiar things because to get the most out of them, they require the player to do things t
[quote who="psychoravin" reply="71" id="2771443"]No the defender shouldn't move first but get first missle strike. The defender should defend the attacker is the one who should advance. But, there should be terrain advantages for the defender to hide behind and give bonuses to THACO so they can't be hit so easily by attacker missle fire. Also once again this IGOUGO system has to be removed for simultaneous attacks so that both units will attack and defend at the same times. I'm tired of these
[quote who="rossanderson48" reply="64" id="2771342"] What favors the human must be given to the AI without cost. The Civilization series does this the best by difficulty levels. It's why it's been such a success over the years and the reason MOM is still a success after all these years neither of the games are balanced. Most everything favors the ai advantage as well it should. It's what makes these games FUN & CHALLENGING. [/quote] There's a BIG difference between
[quote who="ddd888" reply="60" id="2771310"] i agree with the analisys but imo its not a problem of combat speed imo its a problem in overall balance [/quote] Combat speed is definitely a problem. Tying together both movement and attacks into a single stat allows kiting to be far too easy to pull off. More importantly, it makes the "first strike woes" much more deadly (an extremely fast unit can charge in, attack, attack, attack, attack). As
[quote who="Kalin" reply="76" id="2770556"]Making a city cost 1 food isn't going to stop city spamming. First of all, there's the problem of the capital city, which will starve as soon as you found it. Secondly, the way caravans work right now, making a city and sending a caravan to your highest food city will more than make up the 1 lost food. You'll usually gain 2-3 even, even more as you expand further outwards. Essentially, if you make cities use more food, people will have to build even
[quote who="Rishara" reply="72" id="2770529"] Quoting Haldur, reply 70 Quoting Sythion, reply 65 No need to have a toggle/slider. Just make the cities have a cost (1 food). No need to figure out some convoluted solution when a natural one is available. I agree. I was going to say, essentially, the same thing (but you said it first). You either add a cost of 1 food per settler (and refund that food if the setttler dies), or you have
[quote who="Haldur" reply="70" id="2770518"] Quoting Sythion, reply 65 No need to have a toggle/slider. Just make the cities have a cost (1 food). No need to figure out some convoluted solution when a natural one is available. I agree. I was going to say, essentially, the same thing (but you said it first). You either add a cost of 1 food per settler (and refund that food if the setttler dies), or you have each city (after t