The new Min/MaxValue format is more powerful so no real reason to stay backwards compatible to the old one. Obviously, that implies that all spells are rewritten to use the new format. =)
Gazz_
Cloak of Shadows grants the target a dodge bonus of 15 + ( int / 3 ). Let's say this amounts to 18. That means that for 4 turns, the target has a 1,8 % (!) chance to dodge attacks. And that costs 10 mana. The spell description claims a dodge chance of 15 (not a 15 bonus to the dodge stat ) so I guess someone slipped a decimal on the effect. I could see 18 % for maybe 5 mana. But 1,8 % for
Yeah. Rain of stone is literally broken. No real need to "try" a fix. Change the obviously wrong tag to the right tag. =P Others use the "old" format without using Min/MaxValue. Maybe they work, maybe not. I haven't ecnountered any of them in game, yet. Chain Lightning definitely works but it does use the new format...
[quote who="Heavenfall" reply="18" id="2777284"]It's a real big job to go through them all and change to appropriate min/max value and I just don't feel up to the task. It's one of those things very likely to get fixed very soon.[/quote] So the old format (Value) definitely does not work any more? I haven't tinkered much with the spells, yet.
CoreSpells_ABILITIES_Tactical.xml Rain of Stone is broken. No need to explain it. Someone obviously failed at cut/copy.
In HF108_mechanic_Bowfix.xml the minvalue for catapults still reads "MineValue". Is that intentional? CoreSpells_ABILITIES_Tactical.xml Rain of Stone is broken. No need to explain it. It's obvious. Fire Breath / DragonsInfernal / Avalanche look fishy. Use the old expression so someone probably failed at cut©. Haven't encountered these in game, yet, so mayb
[quote who="Capn Darwin" reply="1" id="2776865"]Well that did not fix it.[/quote] Well, did you enable mods and start a new game?
Please add this: https://forums.elementalgame.com/396990
No. It is the 5th element.
I was going to skip 1.08 completely and wait for 1.09 instead but this looks much more playable. =)
[quote]The problem is sometimes I go straight to auto resolution. [/quote] Check the game options. Adjust the auto resolution threshold.
Having shards give random positive effects makes them... tamed. I thought they were supposed to be the remnants of a power that destroyed the world . Thinking of them as nice fairies doesn't add up for me. Sure you can "build on" the shard, harvest it's power. But you would be playing with fire. With a force so powerful that a little hickup would be an earthquake in our terms. The people living in a city "built on a shard" should be tossing nervous glanc
Why not let Organised live up to it's name? Organise the units in the stack. The stack moves at the average speed of all units in it. So simple... That leaves Organised as a trait without having a stack of doom zipping around like on crack. A single slow unit would not instantly axe the speed of the whole stack. With a few fast units in there,
[quote who="Gyb" reply="24" id="2775781"]In regards to the removal of Organized, all we need are Champion Traits and Spells: ... "Windwalking" - All units in stack move at this unit's speed and treat all terrain as 1 movement point. [/quote] You realise that this is Organised...? =P What I'd like to see is Organised being changed. Make it live up to it's name. <stro
And if people would read the manual, there wouldn't be one post asking this exact question every two days at least.
While personally, I'm in favour of the "wargame" approach to tactical battles, I do understand the concept of milestones and creating a game that is fun and working - instead of one that includes every possible daydream. =P (incidentially, I wrote one of the posts on flanking but there are others) On a grand scale, I consider colour far more important. The current magic system is just too drab and sa
I already suggested being able to build items . A special building like an armory should only be required for that if it also takes an armory to build troops with the same weapons. Beyond that you really only need a small room to store the finished weapons.
If I may suggest: make the 0 setting the game's installation default. If it "sometimes" works and the player doesn't know what the slider even means (no tooltip) or that it exists at all , it's not an intuitive feature. If it always works this way or always works that way... that's easier to understand.
Why should all such shard effects automatically be positive to the "owner"? Why would the shards... care? Earthquakes, hurricanes, forest fires, floods...
I don't like such arbitrary limitations, either. There is no logical reason why I shouldn't be able to build 4 or 8 man squads early in the game. Getting formations to fight effectively is a different matter. Improving this aspect through research is far more comprehensible than a firm limit. I'm all for reinforcing the importance of unit experience, though. Maybe a lvl 1 unit could handle a basic square formation but it would have to make lvl 2 before
@ Sethai I don't know which kind of bonus ends up working best as a reward for flanking the target unit. "No counterattacks" is a possibility but I think that would be overpowered. An attack bonus goes a long way towards weakening the ta
If the city can produce troops with metal weapons then it should be able to produce the same items for your champions at the same cost . Where's the difference? They are the same items . There is nothing special or improved about the "champion weapons". Your troops wearing the finest breastplates and swords with the sovereign running around in rags... that just doesn't look right. Yet, with shop prices being what they are that's
What exactly is the idea proposed by taking steps forward and back? I mean, this being the ideas forum and all...
[quote who="solidsmooky" reply="72" id="2775468"]So what you end up having is troops with the latest equipment because they're like 20 gold or so decked out and a sovereign in rags.[/quote] That's what I don't get, either. If a sword costs say 3 metal and assorted other things to produce and I get nothing but "a sword" in the shop, then why should I have to pay outrageous sums to get the same sword for the sovereign? If the shop sword was noticeable better, maybe, but
Shortbows definitely need something to uncrappify them. Possibilities would be... Longbows are not useable on horseback. A unit can have both a shortbow and a one-handed weapon. The shortbow is classified as an off-hand item like a shield so you can have a melee weapon as well. If the enemy is adjacent, you use the melee weapon, otherwise the bow. That would be the weapon combo of choice for your average skirmisher but alas, "skirmishing" isn't re