[quote who="Redaxe" reply="32" id="2837242"]When you have an army of "yes men" on these forums that cannot constructively criticise anything through their limited narrow minded bias you end up with big problems when trying to gathering objective feedback for trying to build a product./quote] Pot calling the kettle black?
AlLanMandragoran
Please add this idea to the list regarding building Waygates as part of Teleportation progression. Thank you. https://forums.elementalgame.com/401575
I apologize if this is already mentioned. I've been pondering the ability to teleport armies all over the map. As it stands now, the player can warp their zerg army destroying everything. This allows instant focus fire anywhere on the map and provides huge flexibility in defense/offense. I think this may make programming the AI rather difficult as the AI may not see a threat and then whammo, threat instantly on border. To borrow from a popular fantasy book series the Wheel of
[quote who="trekwiz" reply="3" id="2838017"] We're trying to track down the crash on end turn and the saving crash. I've mentioned in another couple posts that I think they may be related. When I was getting end-of-turn crashes, I manually saved more often so I wouldn't have to replay so many turns. When I started saving every turn, I never got another end-of-turn crash until I stopped saving as often. [/quote] That's a good point. I save each turn manually
Nice job buffing the walls for city defense by reducing the city level requirements. This should make the early game zerg offense much more challenging (assuming the AI takes advantage of the walls). Thanks!
[quote quoting="post"]So, when do you expand?[/quote] That's what she said.
[quote who="Istari" reply="8" id="2834623"]City Walls. They would stop early steam-roll tactics, as you would have to create a siege army, which takes tech and time. [/quote] Good idea. Much more simple than my bloviation.
In the recent games I've played (all recently on medium or large maps, ridiculous level) I executed the following plan: Let the opponents waste gold and materials on pioneers and founding settlements, I'll focus on making a horde of spear wielding peasants (all attack, little or no defense, maybe just a cuirass for a little defense) Grab all the goodie huts, Sovereign with starting 4 movement points is helpful Capital captures trump all other
Please add this request to buff Soverign Capital defense to the master list. Thank you. https://forums.elementalgame.com/401113
I apologize if this is already mentioned. Please consider further buffing of all Sovereign Capitals with either: AI changes to retain more units for the defense (beyond the spouse) Bonus for all defending units I'm finding little challenge post-beta by still steamrolling opponents early on. Pre-beta it was the hire heroes, imbue, max essence, and summon monsters approach. Post-beta it is the hire heroes, gear heroes with armor, train horde
[quote who="seanw3" reply="5" id="2830950"]I am going to make a special Native American faction, feign peace, settle in their lands, out-influence them, massacre their people without cause, and then base a cute holiday on the story. I am thankful for being able to forget the sadness of reality with high tech entertainment! [/quote] Are you assuming tribes, or any group of people throughout history, did not do the exact same thing to each other, albeit withou
[quote who="xStarfirex" reply="1" id="2830892"]I like your user name a whole lot. I would follow you into the blight [/quote] "I may be a king without a land. But I am still a king !" I'm anxiously awaiting the final book...Elemental will fill the time until then. [e digicons]:D[/e] [quote who="Werewindlefr" reply="2" id="2830898"]Abilities *will* be in the game eventually. Along with, probably, many engine changes to allow for cool effects like this one.
I apologize if this idea has already been expressed. I recommend considering the following: Modify tactical combat to allow defender to counter-strike before dying. Current tactical combat can be easy if one focuses on gaining the first killing blow without worrying about the counter stroke. Add ability called "First Strike" Based on Magic: The Gathering, grant Soverigns, heroes, and some unit types (hint: mounted), the ability to strike without a coun
[quote who="Frogboy" reply="41" id="2829921"] So this week, I'm getting to spend time doing nothing but Elemental AI which has been amazingly enjoyable and I hope you guys are able to really tell the difference in the next update. [/quote] Thanks. I hadn't played a Stardock game until GalCiv2 and was super impressed with Stardock's AI. Can't wait to see that level of AI challenge here too.
Regarding Step #2 (focus on strategic play, excluding tactical combat's issues): 1. Identify and claim resources via founding of settlements in proper locations. How agressive the faction founds settlements should be based on AI difficulty and faction personality. I was able to gobble up a number of city locations/resources lightyears before the AI. Disregarding choke points and such, the AI should know to lay claim to resources and where to best plant a settlement. 2. Pr
If you're gonna release, release with your boots on!