[quote who="Polistes" reply="4" id="2737290"]Your lucky, I get my ass handed to me by the AI on novice difficulty.... [/quote] That doesn't necessarily mean the AI is amazing. You can easily self-destruct simply by not knowing what you're doing and 1.06 added some balance changes that have made things slightly tougher (like getting earlier death squads rolling - cost of some gear increased). I don't find the AI that good yet myself. As with the GalCiv2 AI, it makes
Voqar
Would you plaese STOP resetting game settings every time you patch? I could see it if anything about the settings were changing but they are not. This is aggrevated by the fact that the game crashes or locks up with alarming frequency, and if my autosave every turn gets reverted to a large number, I lose a lot of progress, I shut down the game, and I come here and complain. Or here's a novel concept...write code that doesn't crash or lock up so much. No other games
Press 'v' to "evactuate" a city of units. The buy/sell/vendor/whatever screen sucks. There is a lot to this game but added complexity occurs due to the clunkiness of the UI. A lot of those so-called complex systems, like sovereigns, magic, designing troops, and more are actually very simplistic, as you'll find the more you play. Keyword of your impressions was "potential" - if they expand on some ideas, clean up the crashes, balance the game worth a crap, and ess
Haven't fired up 1.06 yet but in 1.05 I had luck like this. The starting loc seemed pretty nice and as I exposed more with adventure tech the area around my capital was insane for resources. Most of the land 3-4 cities worth in any direction was pretty freaking barren though.
It's ideal to recruit an opposite gender NPC very early. Get a weapon or summon something, win a few battles, and your reputation goes up. You need rep level 1 (and no clue how to properly describe it or even say where you find it) to marry. It's something that can happen very early, then you can get those kiddies squeezed out, it takes them a while to grow up to be useful. To marry an NPC you don't have to be anywhere near them. Just park them in your capital
[quote]"I hate hexes," says Wardell when asked what he thinks of Civ 5 's big new feature . "One, I like being able to move in eight directions. I don't like only being able to move in six. Two, it makes the game feel like playing on a hardcore board tile game. I just don't like that look."[/quote] What a poor statement. :( Tons of game sites worldwide have published
That wall of text did more damage to me than my sov can do with magic. :/ I saw the part about extra betas before glazing...and on this I agree...the game should still be in beta now and getting polished and refined as a whole for a while. You could argue that we're in paid beta now...which...I guess we are, but I preordered to be in beta so it doesn't *really* matter...I think. Ug.
[quote who="dragoaskani" reply="4" id="2725389"]I think its typical pc stuff due to all the various hardware configs. My copy runs flawlessly at 1920x1080 max everything so I dunno. Though mine is defiantly not a low end rig either, I would say just under enthusiast class machine maybe...or close to it. [/quote] Are you getting to mid/late game and/or exposing most/all of the map? The game slows down bigtime for me and in my most recent game I chased one of the AIs all ov
Yep. My performance gets worse, seeming the more I expose the map. Way too many random CTDs too. My PC is beastly and super clean (I'm a computer programmer/person, my PC is pristine). My PC crushes far more demanding games for hours on end.
Left click the target spot instead of right click. As soon as you right click you cancel it all. Works anywhere inside your influence/borders. You say you've tried L-click but chances are you'd already done a R-click and canceled the spell. Teleport is the best spell in the game (as it presently stands), IMO. :)
I usually have a party/squad in each major town to defend it and then I have a couple with my sov/teleport bot ravaging the countryside and/or leisurely taking AI empires at will. I teleport to towns to swap out beat up squads for healthy ones as needed. My squads seem to heal back to full and full numbers while chilling in town.
[quote who="pexx421" reply="2" id="2736203"] Yeah, but my point was that you can make your sov melee heavy easily by adding as many str and def rings as you like.[/quote] Magic is butt useless right now, as are sovereigns in general, so whatever. And I think the fact that you can load up on unlimited amounts of certain gear slots is obviously broken (or horribly bad design). I give mine the thief profession for more spoils from victories since you fight a bazilli
It's a design decision but I agree with the OP, I don't like it much. It's way too ultra simplistic for a game of this complexity. One way I look at it is like this. If my troops or sov are leveling up, they should be getting better at what they're doing, so in terms of dealing damage, not only should they potentially deal more at the high end, but they should whiff less (ie, never hit rock bottom of the potential range of dmg values). I was saying the same thing i
So, I think it's reasonable that towns for minor powers are limited to size one WHEN THEY BELONG TO THAT MINOR SOV. But once you capture one, that restriction should be lifted, because now the city belongs to a real empire and restricting it to size one at that point is flat out stupid. What you're basically saying is, raze every minor and rebuild it with a pioneer. The pioneer tax for conquering minors! The minors don't build squat so razing them is no biggie.</
Yes, magic is pitiful in this game. It's marginally useful before beasties start to gain strength and generally doesn't scale worth a crap, especially vs conventional troops and especially vs logistics tech. Something has to change. Just saying spells can do "up to your sov's intel" in dmg is pitifully weak even if everything else worked (like shard amplification). The sov's level should come in to play, so you're encouraged to level the idiot, and the spells should
Eh, my army is using custom units in squads (8 combined soldiers) that are nothing that special. Advanced plate and a 2h hammer, with medkit and some jewelry. Could be worse if I researched companies and other stuff. The have 210hp, 290 attack, and 384 def each give or take (depends on lvl). My sov rolls with 2 of those and 2 of the previous gen of death squads. And I mean rolls. Nothing stands a chance. It's idiotic. I could use even more s
[quote quoting="post"]I tried playing Galciv 2 with all the patches and expansions a few days ago, and I got bullied and wiped out by the AI in normal difficulty. I remember having the same issue with the first Galciv as well when I tried playing the updated version of it some time ago as well. Brad, or anyone else which reads this: Stardock seems to always listen to the 'Hardcore' war-mongering fans which complain about how easy the game is, how passive the AI is, and how this is
[quote who="OsirisDawn" reply="10" id="2733488"]Good post, i agree with much of it. But i still think the game is awesome, keeps me coming back. Strange that.[/quote] Yeah. The game has lure. The overall concept is solid. Some elements show a lot of promise. But I agree with the OP's analysis. I've been wanting to start a thread asking "Did beta fail?" because it's hard to believe this stuff didn't come up in beta. I preordered but I co
[quote]So the question you need to ask yourself is a single champion worth 15.5 soldiers?[/quote] No, especially if those troops are in parties, squads, etc, getting combined stats, and forming uber units where just ONE of them would vaporize the champion. For now, I grab the champs for their bonuses if the cost vs benefit works and stack them up in my capital. Outside of that, I think they're useless. I suppose you could imbue them and use them for extra telepor
I've only ever had 1 shard in a game (restarting repeatedly, ftw) but I've always felt like they do nothing. Even if damage is 0 thru int * 2 the upper range for dmg should be higher with a shard and I have NEVER seen a spell do more dmg than my sov's int. I usually have my sov up to 20 int or so by the time I should be getting a shard multiplier and it pretty much fall out of my chair in shock if a spell does over 10 dmg to anything. IMO, armor/def should not reduc
[quote who="diamondspider" reply="1" id="2732886"]Well said.. except that I do make a "taxi cab" king that uses organized/adventurer and teleport to get my main army around quickly... so, magic isn't quite useless [/quote] Yeah, sadly my sov has just become a teleport bot for melee death squads. I cast a blizzard occasionally just to watch how little damage it does even with 20 int and a water shard under my control. :/
I haven't spawned in my current game. Last night in 1.01 I had the ugly trait and was cranking out children like there was no tomorrow. I wouldn't mind some magiclal kids but I don't need a new one every 10/20 turns.
Units seem to gain health as they level up, but not hero/sov types - those you get the point to spend. I'm playing Tarth too and they just get a % health boost. I think heroes and sovs should get health/level too, or something. As the game goes on the power of NPCs/baddies and squad type units leaves the so-called heroes in the dust.
Odd. Normally in TBS I want a distinct end of turn but in Elmental I was annoyed when I turend off auto end turn and quickly turned it back on. :/
[quote]Go to the options screen, and set the tactical threshold slider all the way to the left. Then it will give you the option of having a tactical battle even with very few units involved.[/quote] It would be pretty keen if there was hover text for some of the options. I've had the same issue and the ONLY way I know now that tactical threshold controls this behavior is by accident of seeing it mentioned here in forum posts. [quote who="cfehunter" reply="5" id="2