gsitetfs

gsitetfs

Joined Member # 4148573
0 Posts 10 Replies 9,370 Reputation

Global warming raising the sea levels, beach cities beware! lol. The "Harbour" *has* to be made on the beach tile. The harbour can be made on the cliff portion next to the beach, and you can train a transport unit, but it wont come out into the water..

8 Replies 7,086 Views

I havent played long enough in V1.9 to encounter catapults, but the only counter to them are other catapults or Custom Archer units. In V1.8, since I was doing most of the attacking, the Archers would fire first and usually kill the catapults before they had a chance to fire. Even then, I took the cowardly way out a few times ( of reloading a save game ) when losing one of my Dynasty members in the group. I hope Trebuchets dont show up in V1.10 :-p

43 Replies 26,717 Views

The "Gates problem" could be solved, along with the cities influence problem, possibly by making the maps *really* huge, so that even 10 level 5 cities per faction wouldnt interfere with each other, if they are placed far enough apart. When I play I like to research the toughest units and gather together a massive army before starting to fight, no early rushes. Like the massive maps in Total Annihilation.

74 Replies 60,670 Views

We can take inspiration from "Harry Potter", the definitive magick books, and have similar spells/constructs in Elemental. Apparition is already present as Teleportation, we can have Moon Gates as Floo Network, and for spying, there could be an equivalent of the spell that sends only your face to the other fire place. For Version 1.2, Some quest locations could be Portkeys, and vanishing cabinets would be Moon Gates V2.

74 Replies 60,670 Views

The AI is going to keep getting smarter, till it is unbeatable (Its inevitable, like Gary Kasparov eventually being defeated by Deep Blue + AI :-p). In SoaSE, I got good tips from watching the AI in recorded games (eg build a Capital Ship factory *first*).

54 Replies 29,746 Views

As far as resistance to magic is concerned, t he base defence setting seems to determine whether magic will hit or not, only exception seems to be "arcane strike" and possibly "morrigan's fire". There is one particular monster ObscenelyDefensive Golem, with ridiculously weak attack. So if your def is high too, there is a lot of swinging and missing. Magic resistance should be totally different from normal defence, and preferably should be weak against opposing element.

12 Replies 6,632 Views

Teleport mana has been ramped way up to 15mp, making it basically useless early game. Combine it with only *one* essence increase and you have "Elemental, War of Armies" heh heh. Only much later, after you have Tower of watchamacallit which increases your regen to 3 mp can you use Teleport and other magic spells somewhat freely. If archers fired using action points like my soverign uses mana, then after every fight, the archers would have to be stationed in friendly influence so that the

74 Replies 60,670 Views

V1.9 AI also takes into account only overall power rating to declare war, which in case of AI is due to lots of single units, which are mowed down with stacks and spellcasters with area of effect spells. AI should research stacks (maybe it does in > Hard setting), preferably build highest stack it can (hoard gold + crystal for this) and disband previous smaller stacks and individual units.

54 Replies 29,746 Views

For me it happened just now when I defeated an enemy city. 500 mil goldozers!! heh heh. Have the screen cap but dont know how to insert here, it says url required.

9 Replies 3,564 Views

Dittos to the stack members not attacking from beyond the grave (EWoM seems to have this as a feature, like Janusk giving advice from beyond the grave as mentioned in another thread :-p). Not only that, say the stack is down to 1 out of 12, station him in a city, or cast Mass Heal and they are back from the grave to 12 strength, lol. It should be like Heroes of Might & Magic, where the number of units is unlimited in a stack, but once a unit dies, it doesnt get replaced (but there we

4 Replies 2,745 Views

Regarding "accessible to yourself", it does seem every champ has to buy their weapons and gear separately. Even though everyone is in the Sovereign's group, he cant hand out one weapon to each after buying a few. Also, you cant change the weapon of a group, eg archers have a mace in their backpack and you replace their longbows with mace for mano a mano combat, nope, cant do that.

7 Replies 6,090 Views

The amount of gold you get after winning a battle seems to have been reduced by a factor of 10, so if you were getting 50 goldozer (heh heh) now you get just plain 5 guilders. Loaded a saved game (more than 500 turns, nearly 400 save games :-D) and suddenly my income went from near neutral gold to minus 120 gold! Had to let go of lots of 8 and 12 unit fighters..

20 Replies 9,276 Views