haha! Defend those towns, escort those pioneers. [e digicons]>_>[/e] Just want to make a comment about mods, no offence is meant, but there's another way to do it. Like under game options check the box that says "use mods". In my \mygames\FallenEnchantress\mods folder I already had one for Forgotten Realms mod (just working on my own custom factions for now mainly ) . I would make another folder and call it Balance mo
Supreme Shogun
Another thing I realzed, is wildlands vs anywhere else. It is exactly as dangerous there as I wanted the entire world to be. So my latest thoughts would be to find a way to increase number of wildlands that get spawn/created or increase their radius. Which would leave a lot less peaceful zones. [e digicons]}:)[/e]
Man. Want to play it already. Totally my kind of game now.
It must have sounded good on paper or something. Totally not worth it now.
Essence isn't optional it's downright mandatory. To top it off, a city with no essence means no city enchants. It's that important. You can't even cast.
I'd like to try out your mod cause all these changes are right up my alley [e digicons]:inlove:[/e] I was also thinking about the following changes: Tower of Dominion gives +1 essence in addition to other things it does, the pariden outpost spell's mana cost getting upped to 3/ turn.
Could you lead him / them on a tour of the AI player's cities ? [e digicons]O:)[/e]
You are quite right NorsemanViking. I agree.
[quote who="Murteas" reply="5" id="3211147"]I'm interested in how this works out. Will this give the pariden spell too much power when they can "spam" outposts with magic?[/quote] IIRC, the magic outpost spell has a mana upkeep. They will still have an advantage, but you could say mod that to 2 or 3 mana per turn instead of 1. That way it's not unlimited.
I can' t say I agree with #3, that is what teching up is for. But I agree there's some serious issue about when, what and how they're grouped.
Well it was kind of odd seeing as how your sovereign didn't retire but he/she could have more children. From a playertester viewpoint it was a way to get free spellcasting champions. In the earlier game you had only your sovereign at first. Then you could share your casting ability by casting the imbue champion spell (for the life of me I can't remember the cost, perhaps it was life/hp in addition to the mana, plus it had a mana upkeep ) Children we
Interesting. King of the wildlands. Could be fun :)
[quote who="GFireflyE" reply="1" id="3213087"] Despite not doing damage, water's 'slow' and air's 'haste' really allow your units to do more damage. Earth tends to prevent damage. However, I do agree, it would be nice if you could choose any elemental shard route and have at least some way to doing ranged elemental damage as the caster...[/quote] ^This.
Looks good and I would prefer or use the grainy over the not for myself.
*kicks and screams* But seriously, naval units, archipelago type maps, coastal bonuses, bombardment. There's a lot we're missing!
It's enough of a pain that I generally wait and look for packs of them, well that is what I did in the first elemental.
There's going to a long period of time between now and release date. There's also no telling if someone's issues are going to be addressed the way they'd like them to be. I have a feeling something like monsters is seen as working and may get zero further attention, by them. The other issues, like pioneers again may not get addressed or it may. I don't think it's arrogant. I think even the developers realize many differ
1) Depends on names you got for sequels. like Fallen Enchantress: Return of the Titans (hints that it still resembles FE ) . Personally I think E:WoM was such a bomb you should embrace the fallen enchantress. 3) Spells, I largely agree with Seanw3's suggestions. In short each book should be viable to specialize in the way things are. Say I choose water or air or whatever to be the main one - each should have levels of summons, enchant
Wow. This. Totally this. I would like to throw my support in as well. My frustrations over the current magic spells are answered here plus so much more. I completely agree with your suggestions. [e digicons]k1[/e]
I disagree about raise / lower land. IF it completely removed a mountain and allowed for path through in one casting, yeah it'd be possible to double or 5x the cost. BUT, it doesn't it requires multiple castings and is a pain in the butt. It supposed to be cool, you know having a shortcut and all. The execution is meh. I think the enchant city spells just get lumped into a it must cost huge mana pile. Maybe this will get
Yeah, something to go off of at least. I'd be happy with any progress you are able to make in that area. Sounds like any sweeping changes are going to be time consuming ( having to look at and change several monsters ) . If you want to just make changes to a couple say ... slags and skath for the int raising and maybe the obsidian golem a candidate for the territory increase. Can look at how those are affected and make judgements as to how it'
Drain Life will always be greater than heal, because you do damage to something and get hp in 1 spell. Curse is also a powerful spell taking away a unit's defence. There's even mass curse. Maybe death should get shrink (do unto others) while life keeps growth.
Well from another post I now see that these monsters aren't as predatory or aggressive as I thought they should be.
here is thread where Frogboy gives some tips on how monsters work / how to mod - https://forums.elementalgame.com/429842 , see #6, 9, 10, and 13 - this is what sparked my request. Also thanks to Frogboy's reasoning I think I understand how monsters are. More are indifferent than I thought . Still I'd rather a the skath and slags act like hippopotamus than a cow.&n
Nice start Das123! And Umbral, well been there done that. Ctrl-N is your friend.