Mikelangelo

Mikelangelo

Joined Member # 644272
0 Posts 0 Replies 147 Reputation

Also in 1.0, but when I am winning a tactical battle and decide to autoresolve, the AI decides to cast spells like there is literally no tomorrow (and there won't be, because now I don't have enough mana to slow down the doomsday clock). The last few fights (before and after 1.0) I go from positive 50-100 mana to -50 to -100 or so. Please make a feature to turn off spellcasting in autocombat, with mana being so precious it forces me to never use th

1 Replies 3,998 Views

Is there an option I'm not seeing to turn off spellcasting in autocombat? I seem to remember this also being a problem in previous games in the series. In this one where I'm hoarding mana to try and push back the doomsday clock, it's ridiculous. I just went from about 100 mana to -70 in a fight. Yes, minus... AI felt just wasting it all on one easy-ish fight wasn't enough. So basically I can never use autocombat, and it makes the ga

2 Replies 11,294 Views

In the games I played, I notice I tend to buy up every hero I can and I keep 4 or 5 into the Stack of Doom. For one thing, if I don't buy them up someone else will. I build units for garrison and some scouting. The two big downsides to built units are 1) They are too slow and I'm better off with just heroes 2) They can't be upgraded The last game towards the end, I played I finally built some mounted cavalry with all the speed items equippe

10 Replies 39,633 Views

One of the Homm games (4 if i recall, I know it was the one with the completely brain dead AI) had a prison where heroes defeated by another faction would end up. They could get rescued if the city was taken back. If I remember you got tombstones for dead heroes --I can't remember if you could ressurect them as the AI really made the shelf-life short. I always like the idea, it would be cool if Elemental eventually put something like that in.

17 Replies 50,453 Views

So far it's never a 2.0 gb patch, you just have to remember to turn off pre-release, right click verify to the latest release version, then pre-release your way back to the patch. I'm astounded they don't have that posted in the patch log and everywhere else.

12 Replies 13,052 Views

I'm having the opposite problem, I am getting swarmed by monsters and had trouble founding a third city. I had a four hero brigade doing cleanup (and trying to stop them from forming stacks of doom against me) and then got war declared, so I had to try and leave it to designed units. Biggest problem I have is that designed units are too expensive in technology/resources to help for a long time, I end up using the hero squad for too long.

11 Replies 8,371 Views

I've tried everything in the forums. I can't figure it out. Currently with the O patch, about 2/3 of the time it will load up and the other 1/3 it claims it can't download the datafile. Release versions work fine. Maybe it'll get patched into normality.

16 Replies 19,153 Views

Has anybody gotten around this, other than as described above (which doesn't work for me, either)? I was playing the previous releases fine. I downloaded the beta, got the error message. Customer support said download elemental cleaner and reinstall. I did that and after the LONG redownload same problem. I thought maybe it was the login, so support showed me where on stardock to update so Impulse can find it... and still no improvement. It doesn't matter

16 Replies 19,153 Views

edit 2: also, please find some better alternative to teleportation of defeated enemy sovereigns. It just cheapens the impact of battle with them. And when a sovereign is killed, instead of magically removing all of their cities, turn them into independent states or assign one of the sovereign's children as the new leader. [/quote] I'm with you there, I'm flabbergasted that the empire explodes, and then you have such an incentive to not kill the leader

64 Replies 214,278 Views

Y'know, "invasion tech" is not a bad idea despite city walls being around. You could make it so invaders need to research a few things until they get 100% effectiveness vs. cities. That would make fights outside of cities more normal for awhile, and let the AI have more time... not to mention less chance of losing your cities in the early game.

64 Replies 214,278 Views

Nobody was more surprised than me my first game, when I killed my biggest rival and his empire imploded without even ruins left behind. I hope they make that optional in the future, it makes little sense to me (you can explain it in story or strategy but in either its a stretch) and anticlimactic. I was hoping they'd go for "banishment" or something (yes, like MoM) for 20 turns but I guess they're trying to work it into the dynasties.

1 Replies 1,922 Views

[quote]Bulk sales benefit(?) from bulk discounts. If buying from a race, buy in bulk, if selling, sell individually. Somewhere a dev confirmed this isn't a bug, but a feature.[/quote] Bulk sales are a "feature"?!?!? Arg... I can't be the only one that will painstakingly sell one tech at a time if it ads up to a different number. It wasn't a small difference, either.

274 Replies 737,630 Views

My top 5 I just got ToA, I played GC1 and 2 alot. Forgive me if something's been fixed that I haven't realized. 1) Starbase management is a pain. I almost wish I could turn them off completely, or at least turn off the different resources (military, eco, etc.) to not have to worry about them. Or have an "auto-upgrade template" manner. I guess I could try automating every constructor (sad to say I just thought of this) but if that works it's still annoying. Having

274 Replies 737,630 Views

My slightly-tangential gripe is Transport ships. I build them with multiple modules, but if I'm not watching they auto-launch way-undercapacity.... I had at least one invasion that failed because it turned out there was almost nobody on board. I'm always stuck launching them separate. Sometimes the planet has plenty of people to fill it.... it would be nice if there was an option to max fill Transports. If I didn't want them that full, I wouldn't have put the troop modules onboar

8 Replies 9,226 Views

I vote for letting us put more than one working "Constructor" module on a hull design. That way you could decide on speed (resource grabber) or utlity (multipe modules, less ships). But I agree with many, starbase construction /constructor management is the most boring part of the game by far.

22 Replies 13,127 Views

In my last game, I had 10 trade routes with the Drax Legion, who were on the left edge of my empire. I had a war with the Torians, on the right edge of my empire. While my whole fleet was done Toria-way, the Drax sent the same message to me. I thought it was ridiculous, since not only did I not have troops near them but I had 10 trade routes--the war hurt both our economies bad. It occurred to me that maybe the AI was "lying," since they almost took a

1 Replies 1,475 Views

My wishlist (mostly things I miss from GalCiv 1) (and forgive me if you can do some of these and I missed it somehow, but I don't think so). 1) Ability to rename enemy alien races (like in Galciv1 at the game config screen). 2) Fleets are nice, but the stacks should still move together. It is more of a pain moving the main stack (with subfleets and transports in it) than in part 1. 3) Ability to see how many movement points the slowest ship i

894 Replies 381,204 Views