[Bug] [Suggestion] [.77] Units summoned in battle disappear after battle

I'm not sure if this is a bug or suggestion, but the behavior for summoned units during battle is strange. I believe it costs the same as when you summon them in the strategic map, yet you don't get to keep them around after battle. I could see having some spells that you cast where you temporarily summon a unit to help you during the battle, but either the unit needs to be more powerful or cost less mana than the same spell in the strategic map. I understand those cast in the strategic map have a maintenance cost you may not want during battle, but maybe you could have the option to dismiss the unit after battle if they're going to remain identical? Or leave it up to the player to dismiss the unit?

Thankfully this should be a very easy, minor fix to either the spells.

2,529 views 3 replies
Reply #1 Top

I think this is working as intended, however I agree with you, that if the mana cost is the same, and it goes away after battle, you should get a higher level unit for use in the battle. Either make the behaviour of the spell differant if casted in tactical, or if that is too difficult, make a seperate spell for tactical summoning.

 

Edit: On another thought, perhaps increase the level/strength of the summoned creature based on number of shards as well. Overall, summoned creatures are pretty weak when compared with regular units that are trained, especially since you can give bonuses to regular units based on buildings. Should have some similar effect for summoned units, either based on intelligence of caster, or number of shards.

Reply #2 Top

OK here's the three reasons why it costs the same, IMO.  Army Size, per-turn maintenance, and hot-rod modders.

1.  Army Size.  You can only have X units in your army, but if you summon critters during the combat you can get around this restriction.  This can be a big deal if you really need some extra beef all of a sudden.  Honestly this is the real reason why I think it's currently set up the way it is, and it does work if you summon stuff with which you have strong shards.  I had a game where I was crunching out L8+ Earth Elementals, and with 120ish HP they were pretty handy sometimes.

2.  Strategic summons cost maintenance.

3.  Stardock is skimping on developing summoning fully so that Heavenfall and Seanw3 can do it.  See here ->> https://forums.elementalgame.com/417620.

- Manii Names

 

 

Reply #3 Top

There are certainly advantages to casting spells as tactical-only. I just would like to see the values adjusted a bit, either making them higher level or cost less. Just not the same like they are now.