Really only needs a bit of a generally accepted labeling system. (and a better one than now = ) The problem is that the forum search apparently uses Google and that's not good at finding stuff with brackets. It would only look for "mod" which is far too ambiguous to return anything useful. Searchable terms must be more uniqe than that and alphanumeric . Those would then work with the forum sea
Gazz_
That Shield Wall / Battle Tactics mod got me thinking. Is it possible to add such a clicky ability to the shield of a trained unit (a special item in the unit creator) so the unit could use the shield's clicky effect in combat? That would add more cool stuff to tactical battles because right now, melee troops are kinda... boring. Spear troops could have a Throw Spear "spell", pikemen an ability to attack the movement points of an adjacen
Could also be morale lost/gained in the fight or how much the unit contributed to the enemies' morale "damage".
The Bugfix Mod for Elemental 1.06 has many small items that could be included. Alas, it can't be used "as is" because he also made some re-design decisions like nerfing the Haste spell to 1/2 - 1/3 power (presumeably without lowering the cost) that not everyone will agree with. The pure bugfixes? Those would be great. [quote]Post the patch notes! Rabble! rabble rabble rabble You really should po
And I assume this doesn't work for units without shields - like ones with certain 2-handed hammers? Because if it did, it would be way overpowered indeed. =)
While this isn't really a RTS, there's no harm in stealing the most important control mechanism from them - group hotkeys. Press CTRL - 1 and the "thing" is saved as group 1. Press "1" and you quick select that same group again. Double tap for zoom to. You all know how that works. =P So what "things" should be saved? (in this order) 1. primarily the leftmost unit that is highlighted in a city or army display, accompanied by th
Awwww man. Way to ruin my convoluted conspiracy theory that explains why there won't be a patch anytime soon. =/
I've always wondered if those sovereigns just happened to be childless. I would think that the whole point of the dynasty management was to build an empire that can outlive the founder. The heir might be thankful to you for removing that ahh... obstacle to the throne but you would most likely face a stronger, meaner sovereign for it. =P Killing a soverign who has heirs should not possibly cause all cities, all structures, and thousands
Look for the tiiiiiiny little X marks on the "training" tab. Elementals - a game of Spot The Button Construction can be razed anytime in the build menu. Not sure if there is a queue display.
Well, releasing "yet another small fix" to testers is different from releasing a real patch to the public. If an unforseen side effect nukes everyone's savegames, so what. *shrug* You need to be a bit more thorough with customers. =P [quote="Jeslijar"]I'm a spoiled person who thinks that 60+fps should be standard for gaming. I absolutely admit that. I think a lot of people don't notice frame rate at all.[/quote] "Static" stuff like buildings so
Well, any idea can be expanded. Like a similiar mechanic to prefer ranged combat/spells. I don't see why yours wouldn't use magic. Maybe their equipment is "too good" so the AI decides that melee is in order? My champions typically have pretty crappy gear. Maybe they have too low essence so the AI decides they are more battle than mage...
I read the review. I want some of what he's been smoking. No doubt the worst problems will be fixed in the next 2 weeks or so. After all, many are just typos in the unit stats or other trivial crap. But such a hot recommendations for "normal" users just yet? I love the game but I'm a bug-hardened veteran, steeled through literally decades of buggy releases. Crash bugs? Laughable. That's what autosave is for. Unbalanced gameplay and broken magic? I use the pa
Mana regen should simply scale with a unit's essence. A sovereign with 40 essence would regen mana 4 times as fast as one with 10. Too simple? A champion with just the 5 mana to play taxi or the odd haste spell doesn't need much mana regen. He's more of an adept or battlemage who doesn't rely on magic exclusively. A sovereign (or offspring) with 60 essence would be a mighty wizard, tossing powerful spells left and right... and have the mana regen to k
I really don't see what all the hubbub is about. I've played Daggerfall v1.0 and I've played Battlecruiver 3000AD v1.0. Diablo v1.0 on Battlenet. Even Outpost! And I had fun doing so. That there later were patches to fix most of their issues was great but all those the games were playable at release. Just save often and in different slots. =) EWOM, in comparison, is amazingly solid . Could be a lot better but there are very few real gamestoppers. (like
Auto resolve invariably wastes mana when a channeler is in your army. Expending 2 or 3 mana on every encounter consisting of a single spider or wolf is ridiculous when you're traveling with archers and heavy cavalry. Right now you have 2 options: Tactical and Auto-Resolve. I suggest having 3: Tactical, Auto-Resolve, Auto-Resolve (melee) The latter would let your archers and infantry deal with
Some heroes were scouts/pathfinders who would increase the stack speed and there was a group fly spell. And flying ships so you could do orbital drops with your space mar... err... I mean soldiers. Still - the speed of the stack was always limited by it's slowest unit. No exceptions other than being transported by a ship or other transport unit. Mostly you had to do your transport by roads or if you could manage - magical roads. And the pathfinding was <strong
Actually, those hero abilities should affect the army no matter at which position the hero currently is. (there are precious few useful abilities as is) Same as spells (like Teleport) that should be working no matter at which position in the stack the caster is. Right now, some of those only work if the caster holds the first position in the army.
The managing also covers the upkeep of enchantments and that's just as messy. Well, MoM had you paying global "upkeep" for all running enchantments but with the current mana regen system that's a no go because mana is not a "product". I would still prefer having enchantments somehow stuck with the units , though. Always managing the link of which hero is tied to which unit's enchantment is... uurgh. When a hero dies, which units and cities exa
A Diablo 2 style skill tree for heroes would indeed be killer. (and probably a nightmare to balance, hehehe) I'm thinking that it should be fewer categories/trees, though. Too many sub-categories or windows make the system rather bulky. Warfare, magic, diplomacy, economics? (maybe combining the latter 2 - just cant think of a good name) That more or less corresponds with the research trees and doesn't pidgeonhole a skill towards a specific stat because some are t
Well, another fix would be to disable the effects for negative food/gildar/resources for the player, too. You would be able to build any improvements and units you wanted, just adding more and more debt, negative metal, and negative food. Of course, units couldn't be allowed to desert when being paid negative gildar. It's the new currency. As an intermediate fix this could probably be modded, too, by setting the cost for all buildings and units/equipment to zero. A uni
Right now new cities cannot be built on roads. This is silly because roads are the preferrable location for every normal city. You can build improvements onto existing roads so it cannot be a design decision like preventing "interrupting" caravan routes or something to that effect.
Defense stacking. Literal stacking of defense would be ridiculous because when you fire a ballista bolt at a soldier, it wouldn't really matter if he had 10 armored buddies with him or not. What matters is his armor and his shield. Heavy (and large!) shields should be heavy ( =slow) but give serious defense, instead of being so-so like they are now. I'm thinking a factor of 1,5 - 2,0 of their current values. No defense stacking at all -
This is related to many recent threads like The Death squad dilemma but I'm thinking of a different approach. Currently, attack power of a unit goes up in a linear progression with it's member count. That implies that every member of a unit can simultaneously attack the enemy. Right now the effective ATTACK of a unit is Single.Unit.Attack * Member.Count 20 guys with warhamm
I realise that these suggestions here are the "easy fix" ones, always keeping one eye on what's doable in the short term - or even modable. That shouldn't limit creativity in coming up with better long term solutions, though. =) One idea, that I saw in another thread, was to somehow limit the (game breaking) offensive power of say, a 20 man unit. With swords or hammers it is quite unlikely that all 20 members get to attack at the same time. They just don't fi
You do know that these abilities are on the "clicky item" bar and not spells cast from the book like channelers do?