[quote who="cpl_rk" reply="1" id="2795122"]I wasn't aware that you could trade heroes? Is this part of the diplomacy tech? If so, that's probably why I've never seen it. I typically don't go past caravan on diplomacy before going to other trees like civ & military. [/quote] It is 'negotiations' for the kingdoms, which has trading as a prereq.
Gwenio1
http://www.mediafire.com/?67822kn29g2643h The save is from just before casting the Spell of Making and winning. Summary: I met Perdain early in the game, and crippled them so baddly they never recovered with my soreign and four foot soldiers. They took all but my capital (I only have the four good soldiers) but I got it back after taking their capital. The leader of Umbar was in my land, and I killed
The reason archers were not heavily armored was because that was costly and provided less gain than giving the armor to additional people on the front line. What is needed is not to make heavily armored archers and casters not work, but rather to make giving all your troops heavy armor more difficult (or make it so variety is good) so that you will not give all of them the best and heaviest stuff around.
[quote who="Frogboy" reply="56" id="2795041"] 5. Buildings require population to fill them. 6. An Outpost requires 1 food to maintain (thus you better be bloody sure you want that outpost). 7. You can build multiple of a building as long as you have the population and city level to do so. Thus, lucky resource placement is not so overwhelming. [/quote] Unless population growth is also under going an overhaul, this will not be enough (neverminding c
[quote who="Thizzbaby" reply="38" id="2794998"] They seem to suck at research in general and use the same paths all the time. [/quote] That is because all techs have the same priority for the AI to research them, and they all have the same multiplier to alter the priorety when the AI is at war.
To fix city spam, what needs to change is: 1) Make it worth while to have high level cities. Currently nearly all the buildings that require a high level city only allow for you to have one. 2) Make it a bit harder to make cities, and given the fluff it would be good if this was magical in nature, and require that pioneers may only build on your native terrain (though this does not mean it should take essence or mana upkeep, either a one time cast spell and
The first crusade also shot heads when besieging Antioch.
[quote who="Ziktur" reply="6" id="2794971"]i never marry my daughters off. seems like such a waste.. [/quote] Then you will not be getting the heirs that decide they like you better than the other guy.
[quote who="Sethai" reply="33" id="2794932"]i personally don't think that "it makes the ai competetive" is a good reason for allowing a unit that i also believe to be overpowered to remain so. players could just as easily abuse this themselves. [/quote] It is less overpowered in the hands of players because the AI gets an HP multiplier.
Even if they done have inheritance, they should at least have all of the defeated player's armies become independant and hunt your sovreign down like in Lords of Magic. However, inheritance is better and using both (you are hunted down after killing their dynasty) is best.
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[quote who="dadoo2" reply="5" id="2794816"]i have absolutely no troops, just champions and summons. the only thing i recruit at these cities is pioneers, which cost only 1 person and take 8 turns to train, and the 1 caravan i am allowed, which is 1 for 3 turns., so definitely recovered by then. and regardless of how it works, i never train more than one at a time. so it definitely isn't a recruiting issue, (don't think you can queue up 100 pioneers, but even if you could, thats 1000 materials
[quote who="Jandurin" reply="7" id="2794595"]In my game yesterday, an AI killed another AI. This is the first game where that has happened for me. Maybe it's just coincidence though. [/quote] I had a Ridiculous AI taken out by a Challengin AI, even though the victor is suppose to not be as good. So much for having one strong AI take over a bunch of weaker ones and build a true super power that would be hard to beat.
[quote who="cpl_rk" reply="25" id="2794803"] Why would you take away the one good unit the AI has? unbelievable. The AI is a complete washout in this game, and you would take away the one good unit the AI does have. This is just unbelievable. I think the AI needs to have much more powerful units. They need to have extreme spellcasters that actually cast that firebally & firestorm spell before the human player does. I would like to see their sovereign actua
[quote who="kryo" reply="1" id="2794776"]Razing a city "salts the earth". AFAIK you should be able to clear the tiles using the Blistering Sands spell, though. [/quote] Thus a spell to revitalize the land is needed, as turning it into a desert to make habiable is illogical.
[quote who="Tom Fletcher" reply="37" id="2794739"]I like this idea a lot (as long as it applies to the AI as well =P). An influence penalty like this would be great. It could even be made more interesting by adding in a CIV-like "unrest" factor (counteracted by the presence of a member of the royal family, perhaps), or even an "enemy influence" factor. In the meantime, I guess I'll just have to keep spamming cities in self-defense ... [/quote] Of course it wo
[quote who="Frogboy" reply="12" id="2794602"]Ive been thinking of requiring food to construct an outpost. Thoughts?[/quote] How about a gildar cost to pay for managing a large realm? As I wrote before: "The impact of a city would be measured by X*(DistanceToCapital / YZ) = N. X is city specific, possibly size and/or type based. Y is a map constant the changes with the map size. Z starts at 1, and can be increased incrementally by a specific tech that can be research infinitely
I would suggest allow road building separate from caravans, and have the effectiveness be tied to how many tradable (non-enemy) cities are hooked up to the trade network. The effectiveness of each citiy could be tied to how many trade structures it has, making level 5 cities far more valuable than an un-upgraded outpost.
[quote who="Redwind85" reply="19" id="2794022"]yes pure dragon species yay [/quote]\ Now all that is needed is dragon specific battle gear... [e digicons]:rofl:[/e] ... and for the forum to have a dragon emoticon.
[quote who="dabrownsrphat" reply="4" id="2792555"] Maybe fixed points shouldn't be it, but something like map area/# of factions = distance between each faction? I just started another large map today with the new 1.09 and it happened again, 4 other factions plus me all within a 6th or 8th of the map. I had 8 total factions, no minors, and including me, 2 main ones not selected for this game. [/quote] That would be good for random maps, however they currently are
[quote who="UmbralAngel" reply="16" id="2794385"]I agree that city walls can be really cool, just make sure there is some variety. Moats, Wooden walls, stone walls, towers, fire walls, acid moats, casting lightning to fry people in the moat, filling the moat with oil and lighting it on fire, summoning a wall of man-eating vines... I just brainstormed these in 30 seconds... there is a huge potential here! [/quote] And the attacker could use earthquakes/tremors, fog to h
Summons will require mana upkeep, therefore if you have too many you will get no additional mana or actually lose mana over time. Shard will be the main source of mana, making them critical if you want to go the magic route.
[quote who="cpl_rk" reply="5" id="2794301"] Bards have an effect on costs, I've noticed that my hero recruiting costs dropped drastically after getting 3 bards towad endgame. I think all the hero benefits are global, as I've noticed the reduced cost even when other guys did the recruiting, in fact, at some point in the game you don't even have to be adjacent to a recruitable unit to recruit it. I think this is tied to some tech advance, I don't know for sure as the manual is incomplete &
[quote who="Raven-sb" reply="17" id="2794281"] How exactly do I fix that map? I've never edited maps for Elemental so I'm a complete newbie when it comes to doing so . Cheers, Raven [/quote] From the main menu, click workshop, then cartographer's table. Click cancel on the dialog that pops up. Load the map, and all the tools you need are reached through the button on the left with the red crystal on it (pa
You need 25 crystals (obtained near where the ogre was); however some people have had trouble with it not triggering the proper event once they get that many.