jirkaesch

jirkaesch

Joined Member # 3292863
4 Posts 79 Replies 1,442 Reputation

Lightning bolt (Aeromancy?), for high level sovereign, is a very powerful spell. I tend to see it sometimes as a Win button. - It is very cheap and (lightning) rarely resistive, plus there is no cooldown (yeah!). - You can cast it in a line of 5, meaning with proper positioning, you can hit 5 units. Imho this thread shows that the magic is interestingly set, with multiple ways to victory and preferences. No nerfs needed ;)

45 Replies 57,244 Views

Imho I have one more question. [quote quoting="post"] Players giving tribute are no longer treated as if they are under non-aggresion (ie: you can still declare war or kick them out of your lands, declaring war will cancel the tribute) [/quote] What is the point of the tribute treaty now? I fully agree that it is not some kind of alliance, so the ability to kick them out is viable. I tend to think of it

137 Replies 248,722 Views

Derek, just curious, will Dead AI get some special algorithms to deal with the specific growth model? I.e. to build proper buildings and to go more aggresively after the other players? Or can the general AI (thinking of Magnar) handle that sufficiently?

4 Replies 6,780 Views

joasoze Dead not available as an AI opponent: https://forums.elementalgame.com/449683/page/1/#3413797 Horses: https://forums.elementalgame.com/449739/page/1/#3413791 Garrisons and other minor stuff: https://forums.elementalgame.com/449774/page/1/#3413781</

137 Replies 248,722 Views

There are several system problems with the current diplomacy machine. - First and foremost, with alliance being placed soooo late in the tech three, they are effectively disabled. This takes out much of the fun, intrigue and complexity we all enjoyed in GalcivII, with coalitions waging epic wars. In FE (LH), from the mid game the cards are set and its just a constant war everybody vs. everybody (concerning AI). Suggestion: Move the alliances more to the beginn

26 Replies 49,014 Views

With this approach, nearly everything is human-exploitable, I am afraid. Still its a matter of choice: you want more challenging game? Turn tech trading/brokering off. Or do not use it. Or use it only with non-military technologies. The choice is up to every player, but why to deny it entirely? Diplomacy building/bonuses would be still very useful. You can get peace easier. You can make other civs wage war on each other easier. Etc. Tech trading is an important

18 Replies 88,374 Views

Firm and strong YES for keeping tech trading and brokering in the game! Hell, NO greyish and shallow "may I trade my 15 in Magic for your 15 in Warfare?" like in Elemental. And NO to alliances put too late in the tech tree (= essentially crippled). And of course, ltes keep an option to turn it off as well. You dont like tech trading and brokering? Turn it off. Problem solved.

18 Replies 88,374 Views

Yeah, Norseman, I feel your pain. I deeply believe that Stardock will keep the GalCiv to be grand strategy game with tactical battles on top of it, NOT devaluating it! No shortcuts for "less advanced players" or to make the game more "accessible". Research, economy, colony management, diplomacy, politics, warfare...all in great and deep mix [e digicons]}:)[/e]

411 Replies 1,959,155 Views

Yeah, I hope the espionage will get significant updates to be really meaningful. Birth of the Federation had really nice espionage system as well...good intel was a strategic factor there! You could steal technologies, ships, sabotage projects, ignite rebelions...and so on.

31 Replies 135,875 Views

Definitely YES for tactical combat. This was (along with shallow ground combat) one of the main missing features in GalcivII. I think SD has obtained large know-how from FE and LH games and tactical combat will be quite fun and challenging :) And of course, YES for the option to turn tactical combat off and rely on reliably autocalc.

411 Replies 1,959,155 Views

Derek, we really need to fix/rework crossbows . In my current game, Gilden is fielding huge stacks of Marksmen armed with crossbow, which constitute bulk of his force. These guys cannot do more than 2-5 damage on ANY of my units. As I am starting to field plate mail paladins, he wont be able to hurt me more than clink-2 damage. Should he be fielding bows, I could have taken at least some damage and casualties. But with crossbows? He´s essentially a paper tiger, n

229 Replies 647,440 Views

Thx parrotmath. I decided to swith back to original values (ovewrote modded xml files from backup) and do only small changes: - unit groups changed to 3, 5, 7, 9 - combat xp modifier changed to 0,09 But with only these two changes, I get sometimes bug with city militia: in one case (level 3 town), the melee militia spawned just as 3 solo guys, instead of group of 3 (or5?). What could I have done wrongly? Thx, my last question in this thread:)

5 Replies 11,893 Views