I already suggested changing Organised to letting a stack move at the average speed of all it's units. That's a quite literal way of seeing it. Worth maybe 4-5 sovereign pick points. It would let the stack move at "reasonable" speed without a single slow unit killing the speed completely. You want fast units? You create fast units, using horses, traveller boots... the works. It would not be free. But it would also avoid insanity like
Gazz_
Some crazy stuff there and I'll mercilessly steal everything useful. I'm updateing the first post but am giving new ideas a bit of time to settle to hammer out the possibilities. I'm always advocating more tangible differences between the elements (name of the game and all...) but never considered going that far for a single spell effect. But why not? Never limit ideas to what you think is doable or reasonable... I had some ideas for Air sp
Well, to be honest it's a bit of a trick to start with higher numbers. It's more provoking and a reaction can be far more interesting than no reaction at all. =P Besides, a developer who starts with high restrictions and then later lowers the numbers to balance the spell is being nice to the players. Starting low and raising them later means the dev is an evil bastard who nerfs important spells simply because he's evil.
Oh, there will certainly be advantages to having a caster "on site". MoM had a Channeling rate where you would pay up to 3x the cost when tossing tactical spells from the outside.
[quote who="LDiCesare" reply="17" id="2779198"]Of course you can. Just summon a fire giant, you've won the game.[/quote] Find 2 sand giant clickies from quest huts and go clean house. I haven't tried but maybe you can even save/reload until you get those...
Then we'll have to agree to disagree. =P With the cost factor of Teleport potentially becoming irrelevant (mid-late game), instant Teleport quickly becomes the Dominant Strategy. (there are plenty of lenghty treatises on that one) With the instant bit only working when porting to shards, that doesn't change the system but only limits the dominance to those maps, where you get a convenient network of shards (or built city improvements) to port to. Teleport as
Yah, I've been thinking of somehow mixing the Air shards in there. Using them to turn the spell into more or less instanteous travel again doesn't sound like a good idea, though. Hmm. Air shards. Other effects. What if... Teleport could hurt the transported units? Disorient / stun them for a few turns? Hyperspace sickness and jet lag? Air shards could mitigate
[quote who="Frogboy" reply="51" id="2779009"]if I, as a developer, KNOW that magic can be part of every battle, then it justifies the time to create and use more interesting spells. [/quote] So "before 1.1" would be a good time for specific suggestions on making spells more interesting? =) Such as the Teleport that came up. While some insist that it must be removed altogether, that does not make it an
The balancing is probably still a mess but the whole concept makes me feel funny in my pants.
I think it would be a first that a distributor would unplug their server to play a prank on their customers. Sucks but it looks like GOG is gone. I had bought a few oldies there as well...
It's not only the cost alone but also the strategic implications of instant transportation anywhere. https://forums.elementalgame.com/397194 This is an expanded version based on this principle. Insisting to balance everything with a single number, be that mana or credits or whatnot, doesn't realistically work in any game. In a sandbox game you will sometimes reach a point where
No worries. Black-and-knight thinking has never benefited any ideas thread. No point in getting worked up over it. The ideas here are way beyond just having Teleport or not having it. I just don't think that an ability is unbalancingly strong. (okay, maybe Organised. There is practically no way to balance that without drastically changing the way it works</
Sometimes you also get a level up screen, then the victory screen, then more level up screens from the same battle.
[quote who="Frogboy" reply="1" id="2778171"]When you imbue a champion, it costs -1 mana to maintain. ... Thus, if you want an army of spell casters, it comes at the cost of having your sovereign being as powerful as he could because he's sharing his power with so many minions. [/quote] Could the imbued champions eventually "outgrow" the imbueing, eliminating the upkeep after gaining some combinations of Levels / INT / Essence / Time ? That would again give an
[quote who="Sethai" reply="38" id="2778853"]I think you can fix both by looking at stats. my POV was always that by imbuing you sacrifice personal power for greater strategic flexibility, like sauron and the rings. if you use INT to limit what spells a character can understand, and then WIS/ESS to determine the power of spells, then imbuing reduces the sovs spell power without risking negative generation. so more channelers = individually weaker. and there is therefor no need for separate man
There really need to be more rubberbanding features. The current Food system is bad, for instance. Once you hit the limit you're just plain stuck. No alternative. No choice. Maybe eventually you can research caravans and they arrive somewhere at the breakneck speed of 1. A rule of: You cannot build anymore because we say so. is simply a bad rule. A standalone system that doesn't interact with the rest of the game in any way. Food shoul
This is an ideas forum. Ideas are not the same thing as a hardcoded game feature that is also safeguarded by measures to prevent disabling/changing it via mods. If ideas are so obviously bad for your blood pressure, why read this? Can't you just go strangle a kitten or something?
Resource distribution is very very spotty. I'm not even talking about shards or crystals. They are the super rare artifacts from before the apocalypse. Fine. But what about basics like gold or even metal? In my last game, 2/3 of the (large map) continent had exactly 1 gold mine. (read: one) The one at my spawn location. Lucky me I had plenty of metal mines. Alas I could do diddly with all that metal because I could barely
Nah, no artificial "select destination" window. Such a town portal feature would have to be integrated with the pathing so it automatically includes the gates if it results in a shorter travel time. But even then the travel should not be instanteous because the magical roads in MoM, connecting all your cities, made any sort of defence pretty weird. One defensive stack was enough even it if was on the other side of the world. Once you send unit's "into the gate" they sho
As most would agree, the ability to port your Stack Of Doom (tm) clear across the world at the cost of 5 mana was game breaking. Once you had any children with in-combat mana regen, the cost became absolutely trivial and with it the entire concept of movement or garrisoning. And with 4X games being about growing ones empire, balancing a dominant strategy like teleport on a fixed cost is a recipe for failure. <a href="https://forums.elementalgame.com/397164/pag
[quote who="MOIISKA" reply="14" id="2778599"] Make it scale with the amount of people yo have in the party. 5 for the sovreign and add 1 mana per person (more effort) or +2 per for large summons/magical creatures.[/quote] That's actually the first suggestion that makes any sense. Teleport was intended to just port the channeler. Teleport Friends was the group port and costed 15 mana. Teleport should cost a lot of mana to port a
Actually there is a very simple solution. The spell has a mana cost! It's also hardcoded to remove 3 essence from the sovereign. So set the mana cost to 4 and it cannot be cast if you have 3 or less essence... Problem solved. =)
Spells can be cast from the spellbook with a double click instead of marking the spell and clicking CAST. When you do that with a spell like Lower Land, an extra click is performed AFTER the spellbook window has closed and the spell is targeted on the map wherever the cursor happened to be. With spells that require a target like a unit, that effect is not apparent since the extra click usually bounces from having an illegal target.
While not exactly a bug, it's a pretty funny occurrence. I cast Imbue Champion when I had 3 essence left on the sovereign. Of course, that brought the essence down to zero. The sovereign was no channeler any more. And non-channelers cannot increase essence on level-up, either. And the only channeler who could re-Imbue the sovereign would be the soverign herself. Maybe imbue should only work if the sovereign has > 3 essence...<
Bows and several spells are just plain broken in 1.08b. They are broken for the same reason. Not all spell and ability XMLs were rewritten to use the new (and better) format for damage and old savegames can not use the new system, either. Some spells (all fire spells, for instance) were properly updated. There is no n