[quote who="charon2112" reply="1" id="2744659"] quoting postWhy isn't there a third option, Auto Tactical Combat? That's a great idea.[/quote] Actually it should replace AutoResolve. It's very annoying with the game has two different rule sets for resolving combat. A lot of early 4x games with tactical combat had AutoResolve option which just did some random math formula in the background kinda like what EWOM does. But this often results in cases where you would clearly win
PyroMancer2k
I don't know how your playing but I think I might know what you are doing wrong. I'm gonna guess your trying to build units your can't really afford to build. Gildar is hard to come by but people are not and thus it's better to focus on getting more units out then trying to get the best you can field which it sounds like your doing since you said " no matter how strong of units I research, they sap my money and I get obliterated the second someone declares war on me ".
[quote who="Himmelweiss" reply="26" id="2740369"] Mostly it's because ai sovs self suicide most of the time, it's quite annoying. This mechanic needs to be removed as it does not really add anything to the game or difficulty. [/quote] I agree this is the biggest issue with the AI and I don't really think this is a good mechanic in general. Instead I think they should do something similar to MoM when you lost your capital. You had to put all your effort into
[quote who="seanw3" reply="22" id="2743793"] It needs to be better than MoM, [/quote] So true! I admit I too love MoM and it's combat system. But it had some major flaws as it was very easy to make an unbeatable army. Heck some units with various immunities could simply walk over whole cities by themselves. There were more then a few rush tactics based off of these units. In fact I recall one of them basically taking advantage of a unit that had "first strike" ability. Th
Debug.err 1 Crash.zip 2 Crash.zip Save File I was trying to cast Imbue Champion on my new Hero but every time I do the game crashes after I hit the "Yes" button on
I don't know about the OP but I don't reload and the AI is still a push over. Also I play with max AI. I think the real question is how are you doing combat? I've found that you can get much better outcomes by playing out every battle on tactical map. The auto-calc is terrible and you'll often loss way more then you would otherwise. I only use auto-calc when the battle is extremely one sided and I know it's an easy win. This is something that a lot of games do a
All I have to say is it's a good thing there is a Memory leak and the game crashes after a couple hours or else I'd never stop playing. I usually take it as a sign it's time for a break when it happens. ;)
I would like to see some Tactical Battle Options as well like the following. Cloth Map Mode Quick Combat (No attack animations) Quick Move Health Bars Over Units Stats over units (So you can see at a glance units power without having to mouse each on)
So I finished Book 1 and there is a video at the end of it that sounds like the intro to the next chapter of the Campaign yet it drops to menu and there is still only Book 1 in the Campaign menu. All the build talk and build up during the campaign I thought it was gonna be like Gal Civ 2 where you have several missions over different maps. So like the title says where is Book 2 and the rest of the Campagin? Is it locked till Day 0 release patch?
Thanks for the Guide. I was wondering though is there a way to setup teams in the MD? I notice some of the devs maps that are for teams always groups the players together based on team. Well I often play 5v5 map with friends and we have to play on the huge maps which all seem to be set to FFA so we end up in random locations. Often times one player will be on the other side of the map all alone and ends up getting crushed by the AI or pretty much turtling in there 2-3 p
If you don't want to have Worker Units building the roads I say do what they did in Civ: Call to Power. Every turn a percentage of your income was withdrawn for "Civics" which you then used to build all the things workers did in regular Civilization games. You were limited to building within your own area of control of course. But some people didn't like this because of the "instant" farm/mine/road when you had enough Civics points saved up. Given the various types of resources alread
Yea this bug has been around for a LONG time now. Also the cost to build a new city is 100 * # of Cities. So if your building your second city then ya it will cost you 100 gildar. Then the next is 200 and so on.
I think one of the best ways to solve this problem is to do what MoM did. Which is when you attack the enemy gets a retaliation attack. This way there was a chance you could actually die from attacking someone it wasn't simply a free hit. There was still reasons to Kite in MoM such as if you had healers you knew you could outlast them rather then trading all your blows each round.
DxDiag: http://pastebin.com/m9zfYwUv I'm having the same problem. Also my intro screen is split. Half the background stuff is on the left side. The other half is in the middle with Yellow lines cutting through the center. It does in during the ANSI movie at the start as well. Not sure if it's related but I run in 16 bit gfx on my desktop cause it seems to help improve preformace. Elemental always gives me the warning that it's a 32 bi
[quote who="Tasunke" reply="431" id="2685139"] Perhaps it would be better if "left behind die" only those that are behind enemy lines or are slower than the enemies close to them will die when you retreat, instead of only those in the retreat area retreat. seems more logical to me. As for being surrounded ... instead of wiping them out, you should have the chance to take them as prisoner for a ransom. Prisoners can be ransomed, they can be tortured for intel (
Controlling the length of a tactical battle : I think there is actually a few ways you can handle this. It kinda ties into the way other games such have Civ 4 effect the game length. And that is effect how long it takes to do stuff in the game. Obviously this will have some potential balance issues as in an Epic game of Civ 4 units mattered a lot more since it took them longer to build while their movement speed and combat strength was the same meaning a unit could explore mor
Thresholds : I don't really like this idea because auto-resolve and tactical combat in every game have different mathematics. And I doubt elemental will be any different because even if it resolves it using a tactical combat behind the scenes so it's the same "math" there is the always the fact that no matter how great the AI chances are they do combat much worst then the player. Also what about if you set the limit to 10 and you running around with 2 high level heroes
Winner take All : I've had different issues this in games and I think it depends on how it's handled. For example in one game I didnt' like say you have 500 units vs 600 units and battles last 10 turns. After those 10 turns say the enemy killed 360 of your units and you killed 300 of theirs. Well then they are declared winner and your remaining units get wiped so they survive with 300 units and you lost 500 even though there was only 100 unit difference. This is just an exampl
The race of "Men" also seems to imply that the other races don't have men. ;)
[quote who="ddd888" reply="6" id="2678311"] the point is "why research first adventure using 100 turns while i can research first cities, get better buildings, more money more research more mana more everything and then research adventure in 10 turns? [/quote] I know what you mean. Typically by turn 100 I have 6+ cities and about 50+ R&D per turn rolling in. I'm also in the mid 20s of the Civics tech and in some case manage to finish it by about turn 150 or so. Gr
While I haven't really been in the software industry for years like the crew at Stardock I have worked on several projects in College and on the Side. And I do agree with Frogboy's post in another thread about how we as the testers don't see the whole picture. I know I have had people telling me and my group that on some of the projects we were working on how we had all this stuff left to do and we wouldn't get it done in time based on what they tested for us but we still manage to surprise t
[quote who="ddd888" reply="1" id="2677991"] are all reasearch possible? i mean can i play a game where i dont get buildings? can i play a game where i dont get military? can i play ONLY with magic? ONLY with adventure? right now apparently you cant, you have to be a jack of all trades lets see how this evolve [/quote] Right now that isn't really possible because of the way the system is setup. You need cities with lots of R&D
[quote quoting="post"] Paul and I decided that we really wanted players to be able to get a dog somehow during the course of the game. [/quote] I thought marriage was already in the game. [e digicons]}:)[/e]
[quote who="Blaze of Glory" reply="49" id="2665308"]Personally, I have a problem with a the pigeon holing that usually goes on in games. Why is it life magic and death magic = good and bad? [/quote] Because it's an obvious setup. Death is a bad thing and Life is a good thing. Death magic tends to only have to ability to kill, enslave souls, and trap people in a state of undead. All of these things most people would view as bad. While Life magic tends to mostly heal, rejuvenate, a
[quote who="CdrRogdan" reply="2" id="2663686"]How is it repeatable if you don't know the cause of it? I'm pretty sure repeatable means that you can start up a new game, do exactly the same things and have it crash on you again, not that it keeps happening within the same save.[/quote] Repeatable means that the crash happens at the same point over and over. You may not know why it happens but you can predict when it will happen. He included a save file on the turn before the freeze and