[quote who="Heavenfall" reply="6" id="2781606"]- Please design a system that allows us to define in a SpellDef whether or not the effect is a buff. This should be designed so that it is impossible to cast the same spell twice on a target in tactical mode that increases or decreases their stats. For example, Burning blade is castable several times on the same target.[/quote] Proper stacking rules are what's needed. A buff can only <em
Gazz_
But MoM also had magical roads to instantly teleport any number of your units to any place in your empire...
I'm all for epic tactical battles but I think it's a horrible idea to say number of figures in a unit = epic. The current system wouldn't be the tiniest bit of epic even if there were a million figures in every unit. Changes to how combat works (like this ) would help much more because there would be decisions to make. Right now I'm longing for the Auto-Combat button from MoM that would
Nobody says that these weren't nerfs. Nerfing, rewriting, and buffing features is what makes up balancing. If you want to set teleport to a mana cost of 1, do a file search for "Teleport" in the Elemental/Data folder. It's an uncompressed XML file. Any text editor will do. I'm sure that would have been faster than writing all these posts about how terrible it is. Personally I like to do some landscapeing so I set raise/lower land to a cost of 1. I didn't ask may I an
I think you forgot Outpost and Daggerfall in that list. And Battlecruiser 3000 AD. =P
SD is not out to nerf any particular feature or force everyone to play any particular way. The goal is to balance the vanilla game so that multiple ways of playing are possible. That's why the games comes with a whopping 4 different winning conditions to begin with. It's not intended to be played in one and only that one way. With the Organised trait and a 5 mana Teleport, there were no alternatives. No counter whatsoever to this "dominant strategy", as the technical
*nod* Less ass, more ets.
[quote who="seanw3" reply="2" id="2780964"]I don't really see a huge difference between this one and TA (refering to the general developement), other than the fact that I can change anything that bothers me about this one.[/quote] I wish but alas, that's still an assumption. We don't know if we will be able to change everything. Only that there will be Python scripts that "do stuff". There may well be hardcoded layers that stay untouchable and prevent the creatio
Hmmm. Fleshcrafting living beings into clothes, armor, and accessoires!
Concepts and ideas structured and re-posted here . A very common complaint is that WOM magic is drab and unimaginative. So how should it be? What spells and effects should be there? Just saying it should be "better" or "more varied" is so much hot air. This is really only a temporary post to see what categories</em
Tiered? Why so complicated? Adjust the XP they need to gain a new level and they'll just get more of those. That's just one number. No code change required. If you could "save" your level up points there could be abilities to buy as well. Right now you can't leave the window until the displayed points = 0.
Right now, city spamming generates food on a linear progression . Build one house. When city levels up, build irrigation. Those two steps are optional but that way the one house is free and you get a somewhat larger ZOC out of the deal. But no matter what: every additional city = 1 additional caravan that can be sent to the food producing city. That is the net gain. For every single "outpost".
And ninjas are scurvy landlubbers. Arrrr! But ohh... we have a topic here. There could be catapults and ballistae on ships. And rams. And boarding crews...
If archers really do max damage now then they simply messed up the XML again . How hard can it be to get those two lines right? =P Bows losing ground in the mid/late game is normal because armor values steadily grow but there is never ever a better bow. There could be a crossbow. Warbows or the oft-quoted englich longbow had a pull in the vicinity of 150 lbs. Military crossbows were more in the 200-400 lbs range but exception
A test showed that a 500 Dodge stat resulted in a 50 % dodge chance. Basic shields have a dodge bonus of 2. That means a chance of 0.2 % (!) to dodge/deflect an attack. That has to be a very very small shield. Spell descriptions also point at a decimal error. Cloak of Shadows: "Increases the caster's dodge <span style="text-de
My guess is: To initiate the trade, the caravan has to touch the city at that point it is teleported to the center of the city being surrounded by city tiles there, it cannot find a path back out again because touching one of the adjacent tiles would enter the city.
It was merely a ham-fisted fix to the Hammer of Doom. Why so much? Who knows. The last two patches/fotfixes have been full of typos, wrong tags, and all sorts of sloppy editing. Too much hotfixing because everyone is screaming fix it ! There hasn't been any real weapon balancing, yet. It will happen.
This concentrates on the resource-grabbing facet of city spam: https://forums.elementalgame.com/395845 And city spam is only a problem because it's not intended . That is clear to see from the lack of any cities overview. It also goes against the background story to turn the whole continent into one huge sprawling metropolis.
[quote who="GunslingerBara" reply="6" id="2780482"]I hate the word annoying. It's just so... annoying.[/quote] The implications make my brain hurt.
Math can be the simplest explanation. =P
Wind! You can't have any kind of interesting seafaring without wind. Even Ultima 3 had seafaring and ship to ship combat that took the wind into account and that was almost thirty years ago . There needs to be a windrose on the map that displays wind direction and speed. Different ships have different points of sailing. Some can sail well before the wind, some can not sail against the wind at all. Some may even have rowers. Pirat
There is that... https://forums.elementalgame.com/397209
I think you missed a few there. [Gameplay] Organised. A way to balance an overpowered trait by Robert Hentschke https://forums.elementalgame.com/396942 [Gameplay] Tactical movement restrictions, unit zone of control, flanking and position by Robert Hentschke https://forums.elementalgame.com/396702 [Gameplay] Spells: Teleport balancing and new concepts by MOIISKA and Robert Hentschke https://forums.
BTW: Spell descriptions are worded in a way that implies that "100 dodge" would mean a 100 % chance to dodge, which according to this test, it is not. A spell that "increases the chance to dodge attacks by 15" increases the dodge stat by 15, which would mean 1,5 %.
That's because of the instant flipping of conquered cities. The warlord can conquer 10 cities in a row and keep going without having to leave any kind of garrison. It should take a while to switch the loyalty far enough to be able to leave the city with it rebelling again. The nationalist trait would just make this harder. Another trait could make it easier for the conquerer. Actually, that would be a pretty cool addition for the otherwise rather useless warlord t