Hopefully there are more AI related changes to 1.07. For as it stands there are so many issues with the AI that it makes playing SP games purely experimental. Things like infinite resources and Factions declare war on you (or other factions) without ever sending a single army for 100's of turns. That and the fact that it seems the AI doesn't even try to win the game. I mean it makes the whole thing very trivial, and borderline pointless. Sure I can play the game and ignore this, but I mean I
Vhorthex
Hi Sagittary, Although I respect your opinion, and agree with some of your ideas. I have a feeling that you are arguing from both sides of the fence at once. You'll make real world comparisons to proof your point, then you'll say that real world logic does not apply. I mean, you can't have it both ways. Well, actually you can if you want. But I think I'll abstain from debating any further. :) In any case, I guess I did have a skewed perception of what elemental is and will be.
[quote who="charon2112" reply="24" id="2751272"] I know you can, but should you? EWoM should have a system in place where you benefit more if you don't build cities in the middle of nowhere. And the AI should follow that as well and not just place cities willy-nilly all over the map. Better placement of resources and more resources would help.[/quote] See that sounds like a good idea! Currently I think that level 1 cities don't cos
@sagittary [quote]Again, it's not that the Civ system is bad. It isn't. I just think we can come up with a system that works for the intended game play and aesthetics that Elemental is trying to achieve. And at the same time, we also don't want to use a system to fix a small issue where a small adjustment will do. Making food plentiful and terrain resource-rich just to get rid of a 'feeling' doesn't help; we need a fix or a system that works to enhance the aesthetics, not spite them.[
[quote who="charon2112" reply="12" id="2750937"] The way Elemental seems to have done this is by making generic land tiles pretty worthless, with a few special tiles aroung which you should build your cities. I think Brad's saying that in GC2, he didn't need to worry so much about that, because you can't create a city just sitting in space wherever you wanted, you had to colonize a planet, so they can control where you place your 'cities'...[/quote] Thing is, given the fac
[quote who="Nick-Danger" reply="13" id="2749417"] Edited to add: I suppose one could argue that the Key Features promises SP _or_ MP, not both, and since we have SP then that promise is fulfilled... [/quote] LOL! You sir, have made my day! Cheers, V.
[quote who="Nedryel" reply="12" id="2750478"]AI is good, [/quote] Basing myself on more and more posters, it appears the AI dosen't try to "win" the game. It will expand like wild fire, start producing like mad, then start having wandering stacks in their land. :( I hope this is a rare occurrence, or that the patch will address a bit of the AI's disinterest in winning the game. Imagine playing chess against an AI that just likes moving it's pieces around. Would be sad ;)
@ sagittary [quote]At the moment, food is the limiting factor on empire growth (no food, no level 2+ cities, no certain buildings). Being able to produce food within the current game environment means that you can readily have level 2 cities at will along with the handful of food-requiring buildings. You're right, this would re
[quote who="Archonsod" reply="3" id="2750771"]I actually prefer having to have cities next to strategic resources. It makes sense - you don't generally find people sticking down cities just because there's space there. Plus having cities few and far between keeps with the post-apoc atmosphere. Though the generic city issue is a problem. I think this is largely because you sometimes have to stick a city in the middle of nowhere simply to keep your borders contiguous due to res
(Actual game implementation suggestions are described in Reply #36) Hello everyone, I was a little concerned as to why you couldn't build farms (food) or Mines (Iron). (Just to take 2 examples). I heard things about how there was exploits happening of people making towns full of farms and what not. I also found the following post from Frogboy: [quote]6. We are migrating towards a system wh
[quote who="Bellack" reply="9" id="2750531"] Quoting Flinke, reply 8You must go back to the Dungeon were you started the Questline to finish it. This game is in desperate need of a better Quest management system. I will at certain points have a lot of quest but don't remember which hut or place to go back to to finish them. And active and completed quest need to be seperated.[/quote] WORD! This is indeed worth something that needs to be looked at, somekin
[quote]6. Magic research: Getting access to spells is too easy. You shouldn't be able to progress in elemental schools until after you gain access to a mana shard. Develop some basic spells to take the place of the low level elemental magic (magic missile!), and shove the elemental spells off until after you gain a shard. Require a shard for every two levels of elemental magic you can research. This will make having control over a mana shard a BIG DEAL. Also, the number of shards in th
[quote who="GunslingerBara" reply="10" id="2750565"]I've been looking into the avatar issue and I believe the issue is related to an authentication change we made a few weeks back. Unfortunately I have not been able to find a solution to the problem, but I will keep you guys informed of any updates the next chance I have to take a look. Bara[/quote] Thanks for poking your head in Bara :) In the meantime, maybe sticky a clean post of how to update your avatar u
[quote who="woca" reply="25" id="2750586"] Quoting Vhorthex, reply 23 Patience is a virtue, but... but... yeah. It is, but releasing a Strategy game with a serious lack of Strategy is not good.[/quote] Well, there is some strategy. It's just that a lot of features are broken, unbalanced or not working as intended. I'm not sure if you ever take a peek at the Mod forums, but there is a "bug fix" mod that fixes a lot of stuff inthe game, namely th
[quote who="riadsala" reply="22" id="2750456"]Did none of this come up in the beta? [/quote] I wasn't part of the beta, so I can't confirm this. But after doing multiple searches on teh forums, I would end up with threads about the beta. And some slighty 'outdated' skill and talent lists, or even buildings. A LOT of stuff has been amputated from what I was able to see, traits, buildings, Racial/Faction features. So maybe amputating all that stuff after
[quote who="Tridus" reply="10" id="2750262"] Quoting OsirisDawn, reply 9 I know it hurts if you want MP, but dont you think it is better to get the basics done before? They can only do so much in the short time. It's pretty frustrating to have a box listed feature disabled until god knows when, especially when I wanted to play it with friends. Though at this point they've largely given up and we're just going to play Civ 5 instead, so I guess it doesn't really matter that much.
Nice one! I'll see you all on the IRC chatroom, for the countdown! LOL! Cheers, v.
Can't wait to try this out! Thanks all!
Hey all, As I said in my thread about tips for challenging games: https://forums.elementalgame.com/394307 I'm under the impression that cranking everything to max, DOES NOT ensure the most challenging game. To not go into detail what I said in my thread, the main issues of concern with playing with MAX # of opponents and Map Size. From what I read, and observed, the AI needs a bit of ti
Although some might not like it, I set my Cloth Map Threshold to 86% or something like that, so before I can zoom out far enough to see multiple cities, it reverts to cloth map. Obviously this dosen't help if you like to have views other than top down or iso metric. If you start aiming the camera at a distance, then a performance hit is quite eminant. :) I'm a huge performance 'wh*re' and I have to say the only type of game that dosen't bother me as much if I can't get 60FPS with is T
What? I have the exact oposite, my channelers go in for melee... one of them got killed doing so. It would be definitely a great idea to have a few options for tactical combat. I'm guessing it would be easier set for the group, but if you could flag if each unit should prefer, Ranged, Magical or Melee. As the OP said. :) Good suggestion! But i'm jealous that your auto-resolve uses mana ;)
[quote who="CapitalShip" reply="118" id="2748441"]Those screenshots of MoM do make me realize, sometimes GRAPHICS actually DO matter.[/quote] Really? :O If anything I personally find that MoM graphics aged very well. I played a game about a year ago, and wasn't put down by it's graphics. It's still very charming. :) Although obviously pixelated, the graphics were sufficient for their purpose. To chalk one up for MoM over Elemental, I find that I prefer wh
[quote who="MxM111" reply="3" id="2748581"]I disagree. Oh I agree that AI is bad, but I think balancing and significant late game changes should be incorporated. Good AI can not be written without first setting the rules of the game, and right now, I suspect lots of changes are needed in the rules in order for the game become fun, THEN good AI is possible to write.[/quote] Very true, Should there be any changes made to how cities are managed, the talents added/fixed/removed, y
Hey there! I started a thread not so long ago, trying to elucidate what makes the game more challenging or not. Maybe this is what you were looking for. :) https://forums.elementalgame.com/394307 Cheers, V.
[quote who="Eisenhund" reply="3" id="2748712"]I'm going to blame you for my recent thought, but you started it with your terrain thinking. [/quote] Blame me all you want :) If it inspires brainstorming it's all good. Woa, I have to say you took this to a whole other level. This water aspect could be another ressource, and towns far from the coast lines or rivers/lakes would have to be supplied by cities that have water? O_O Maybe somekind of "fallout-ish" mod cou