There are a lot of random unbacked statistics being posted here about the frequency of proper vs improper gun usage. I see a good number o them are inaccurate as well. Regardless, there is a broader issue at stake here. There was a man a while back who espoused that civilians were not to be trusted with firearms. People of that age backed that mentality in mass. Then the Holocaust happened. Those who are not students of history are doomed to repeat it.
emmagine
One of the things I think would be critical to recapturing the mom feel besides the things you've listed, is the "spell power" stat, allowing for spells to take months to cast making them feel truly epic while allowing you to have those game breaking spells, and the ability to counter those spells if you were properly equipped.
just to chime in on the whole pike argument..... People who watched braveheart are big believers in the spear / pike vs horses. In reality, it wasn't quite so awesome. Horse mounted troops *decimated* the non mounted variety. 2000 lbs of monster breaks people. Period. (yes, warhorses were typically what we would call a "draft" stock variety these days, and commonly run 1850-2300 lbs. Not the 800 lb variety you see at the track) A long stick wit
I don't think anyone is requesting MOM2 here. It was a feature of MOM that limited magic, but still allowed spells to be powerful. The current method is to limit the number of Monsters a spell can have summoned on the map at one time. I think the limit based off casting time for the monster is a more effective one, and more fun. And more importantly, and easier to use interface for magic. I don't think anyone is asking for more *powerful* magic, jus
it happened before. You will see it more often now that cities can be built closer together. Your borders "cure" the land like the revive land spell.
[quote who="BeelzebossErik" reply="4" id="3341536"]http://fallenenchantress.nexusmods.com/mods/47[/quote] I'm certainly not opposed to using a 3rd party program to install my mod. However, I am unfortunately, unwilling to write my mod contingent upon a program with only 17 total downloads. I'd be catering to a very small audience. I certainly appreciate the work you've done, but IMHO this really needs to be part of the core UI for what mod
How are you designing your archer units? There is a heafty init penalty on the bow itself, but that gets countered a decent amount just by not loading the figures up with armor causing encumbrance. You can do the same thing with a melee unit, but it is dangerous. If you don't do enough damage to wipe out the target unit, you can expect to get clobbered when they get their turn. If the init penalty on bows were dropped down, then a maxed out for init arch
When you bring up the stats for the unit, the current enchantments, equipments, and traits are all listed. Just make it so we can right click on those to remove them.
Alot could be done with this. Random spells, random really powerful attacks at the end of trees, etc. To me this would add some fun into getting new heroes. As soon as you got one, you'd be checking out their skill tree's to see what potential they have, though I think it would be even cooler if you could mask it so you couldn't see what it was going to be until you got there. So there could be "mage slot 5" that has a random skill, and you could de
Why can't we click an enchantment off of a unit like we can out of a city? Am I the only one that expected it to be there and didn't know where else to look? I know I can be a bit (or a lot) slow sometimes, but I really had no idea where else to look. And yes, interrupts should have a very high mana cost, or at least a mana cost that varries based off the casting cost of the target spell.
Thanks. if multiple loaded mods all change that file, then what?
DisplayName DisplayName 11.0 Putting this code in a mod file had some very odd effects. Mainly, I'm pretty sure it deleted every other
just what the title says. that is all.
I should be more specific with the global spells. I would like a UI page that displays all this. Shows what global spells are in effect. I believe the lack of cast time is the main reason magic feels chincy in this game. Not having a UI to see and manage all this is cumbersome. I'll be checking out the spells you mentioned, I've never come across the endless night one. As far as interrupts, If global cast times for spells are im
I wasn't saying it was necessary, but it would make it easier from a designers perspective, and for modding AI's for new abilities and spells. This could be a fun mechanic that would aid diplomacy, create some interesting spell choices, and make coding easier all at once.
I had intended to include that there should be some kind of cap to how much benefit someone could get out of it. (like say it can only go up for 10 turns). It could probably be better implemented with a combat penalty for failure to plan out your actions. something like -35% to offense if you don't mark, which decreases by 5% per turn. The AI already selects it's targets. The player just doesn't have to. This plan would cau
I actually believe the AI can be written to handle many of these things well. I haven't even begun to look into the AI yet, so the below listed xml is 100% psudocode. (AKA DO NOT USE THE CODE BELOW, I MADE UP ALL THE VARIABLES ) If the code for the AI doesn't already let us do something like the following, it absolutely needs to be in game.
there are multiple issues with the way essence is currently coded when the quantity changes. For example, if you build a scrying pool in a city with 2 essence, that now has 3, and then destroy the scrying pool...... You retain all 3 enchantments. I wasn't aware the bug extends to calculations for the benefit of things like arcane forge though. Hopefully that will help get more attention to the issue.
This is a design concept I was kicking around while playing civ5. One of the things that you can do in civ5: if you know one country is sending an army to go sneak attack another country, you can warn the target country so they can plan appropriately. While that's a nifty concept, there is no way that the AI is sending that message about me (at least not accurately) because they don't have the advantage of being able to just look at my current scripted intent, and rat m
I was really expecting more bite with this post, but perhaps I'm in the minority with wanting these things? If nothing else I thought there would be more support for the request to make it easier to end unit enchantments. Is there a way to do this that I"m not aware of?
I do not think the lack of balance was the issue. I think it was the lack of ai or multi player. But all that said, I would rather this thread not turn into a MOM discussion. We have LOADS of those. I really would like to leave this thread discussing these suggestions as they pertain to lh.
There are many things about elemental I like better than mom. Dynamic troop creation, mods ability, skills progression, city levels, and all sorts of other unique things. There are also mom aspects I don't want anywhere near elemental. These things could be used to balance some things (like magic) and add interesting choices to character and faction progression.
1)global enchantments: enchantments that affect everyone and everything. Like "all empire troops function at +2 Atk. " or "all spells cost 50% more except for the casting player. Lots of options for interesting spells. 2) strategic casting times: I liked the mama based one in mom. Here it could still be mana per turn usable, but increasing that limit could be done Through Mage traits and maybe some general ones. 3)interrupts: being able to inte
The overland spell casting time is one of the few major things missing from elemental. "power" (how much mana you could spend per turn as already described) forced very difficult decisions. The other thing that would be nice to see, is the option to add "global enchantments". A uI to manage them, and some dispells that would work on these.
When they threw in the procedural tile yield in Frogboy's custom build, for a brief time the cap was not implemented. It made for the most entertaining maps I've ever played on in fallen enchantress. I have considered changing the tile yield to exclude essence, and add essence to some of the buildings (like mana temples) to work around this, but the problem is that it would be too easy to get way way too much. That's why I've been advocating for an "ou