sorry to bump, but i spent quite a while on this. does anyone else have any comments on character creation?
Sethai
ugh. i hate combat speed as a concept entirely. movement speed and speed of attack are entirely different concepts. what is needed for weapons is a change in the action points cost of attacking, not in combat speed. as this https://forums.elementalgame.com/393547/page/2 thread pointed out, equipping a short sword should not make you move faster. i can see an argument for armour changing your total amount of action po
[quote who="Spyndel" reply="22" id="2749363"] I personally don't think combat mechanics have to make perfect sense conceptually, as long as they make for a good balanced game. You can't really model completely realistic combat with a complex set of table top rules in much deeper tactical role playing games...you certainly can't do it in a scaled down game like this. Everything is highly abstracted. Which is fine, as long as it's balanced and working, but presently, it is not.
yeah, i've still no idea who's bordering me. the factions aren't as synonymous with their colous as in gc2 (which i don't mind, so long as the info is somewhere). i also have no idea how well i'm doing because there's no faction comparison screen. and despite being quite far along, i've no idea even what shape the game world is or where the other factions becuase i'm boxed in by other civs and mountains! how can i make strategic alliances when i o
great list. don't care about AI and random events but agree with changes to magic system, mana regen and the abolition of 1dN. best way to do mana regen IMO is to have magic robe items that improve regen. this will also give players an incentive NOT to take armour, further differentiating magic and combat sovs.
i agree with you about equipment. personally i think it needs to be separated from the points you use to buy traits and attributes. the two are just so different that it's impossible to balance longterm vs. short term. give every character a pool of gildar to buy someweapons and items, and if they don't want any, put them back into the starting gildar. i agree with you about races. but i imagine that would require a new set of models for absolutely everything, which i d
actually, the ai doesn't bother me much at all. i think it will help more to fix the flawed game systems that have been picked up on so far, before the momentum is lost to change them. i'm mainly talking about: - the entire concept of combat speed (kill it, kill it, kill it) - the whole way spell damage is calculated, shards and attributes are used - the map generater putting me in a corner of the map with no metal and only bordered by one civ until these probl
[quote who="rwemack" reply="14" id="2749121"] As a side note, the overland speed doesn't have to directly correspond to tactical movement. There could be a multiplier in there somewhere.[/quote] like i said, i thought this at first, but when i think about it i really can't think of any good examples of units whose strategic speed is completely different to their tactical speed. can anyone?
yes, would really love a list of all spells by level and the books they need. unfortunately i am in no position to provide this information.
btw, what i think the non-combat sovereigns need is "spells" which are not castable at all and just give passive benefits, representing them channelling their magic into themselves physically. of course, how you reconcile this with the global spellbook is another manner.
[quote who="Dethedrus" reply="6" id="2749085"]That's awesome Stax. Except for the fact that the overwhelming majority of the incoming damage is going to be physical...[/quote] yeah; have never taken this because i've never seen the ai target my at-the-back spellcaster with long range magic. and there's usually too many frontline guys to make picking one of them worthwhile. and magic is really broken. there are some great threads in suggestio
yeah, i've put far more hours in here than in the game. i think that between us we could put together a game with absolutely perfect combat and magic mechanics.
[quote who="rwemack" reply="5" id="2739606"] Aside from being an all around bad game mechanism, linking movement speed with attack speed and casting speed is simply ludicrous and anti-intuitive idea. Not sure who came up with that idea or how they came to a consensus on it. No, I can see why they did it. The concept of having a single pool of APs that you can use to move and attack is really good. It's simple, it's elegant. I think the devs knew what they were doi
Mostly I have enjoyed elemental so far. I love the art, concept and feeling of being in the game. However I still believe there are some simple and some fundamental problems with the game. With this in mind I have written the following game diary. This includes insights from the few games I have played so far (none of which
i can kind of see an argument for it, because at the moment i'm struggling to work out what, if anything is determining population growth rates. i would like to feel i had some control over it. however, i think the existing game mechanics need to be balanced and refined before any new ones are added.
allowing PCs to choose not to take spellbooks when the default sovs always take them is really inconsistent. either not taking a spellbook is too potentially gamebreaking, in which case everyone should always have them all and the option should be removed, or it's a useful strategy, in which case the AI should not take some as well. i'm more inclined towards the former. in fact i think that starting inventory should be completely removed from character creation. with spellbooks it's c
would like to see a deforestation improvement for empires. maybe some sort of live-amongst-the-trees equivalent for kingdoms?
i understand it's an evolving product, but it didn't launch on this premise so a lot of people would feel cheated if it shifted to one. and the game does not need new content. it's too ambitious already. the basic systems need a fundamental re-evaluation and re-integration.
i'm not sure if i even agree with the principle that a unit should be able to strike back as many times in a turn as it gets attacked tbh.
as a general principle, i'd really rather they fix the basic stats and mechanics, and reflect unit diversity through these, rather than adding in a huge amount of special abilities. otherwise the mundane units that make up the core of the game will become redundant. anyone whose played warhammer (or any roleplaying game) can tell you that a plethora of special rules are no substitute for a well designed basic rules set. special abilities are also far more difficult to balance. <
[quote who="Nenjin" reply="20" id="2736263"]I think what Stardock was going for is that they didn't want to have spells have independent damage values, modified by intelligence, because then they'd have to write a battery of spells to scale up and that was boring, considering they have, what, 6 varieties of damage sources to address? So instead they hinged damage on intelligence, and made spells modify your intelligence damage. So there are "up to half your intelligence" "double yo
i get it, there's a somewhat mixed message. but i don't think it achieves anything to accuse people of double-standards. really, just play the game if you're enjoying it, and make whatever constructive suggestions you can in the mean time.
"My biggest issue is the way autoresolve with have my casters needlessly throw off spells in fights they could win without even attacking, wasting huge amounts of precious mana when I'm saving up for a summon or enchantment. Need to be an autoresolve without using magic option." this. though i am surprised to find it was using magic at all; i was having the opposite problem in that my sovs magic abilities seem to be ignored...?
sucks that fighter sovs can use their skills to kill mobs every turn, whereas i have to wait 15 between each.
- performance improvements - complete redesign of unit stats, magic calculations etc. roll-within-a-value sucks. combat speed sucks. more stats are needed - an easy way of telling which tiles are walkable (i may have missed this, if anyone can help i'd love to know). i'm sick of clicking on a tile 5 times before noticing that one tiny corner of it is water.