A note about attack and defense roll variance : In Master of Magic, each "sword" is a roll with a base 30% chance to do 1 damage, and each shield a roll with 30% chance to negate one physical damage (With some units/magic items increasing the 30% chance, each "+1 to unit" increasing this chance by a flat 10%) This means that an unit with 10 attack versus one with 3 defence will on average do 3 damage, with one negated by the defense roll. This both reduce
Jack Trowell
I already see one big advantage that squads can get versus lone units even with separate attacks/defense rolls: - have the squads roll all its attacks before the attacked unit/squad can counter-attack - in defense, all unit in the squad counter-attack 3 separates pikemen attacking a big animal ? pikeman 1 attack -> 1st animal counter-attack pikeman 2 attack -> 2nd animal counter-attack pikeman 3 attack -> 3rd animal counter-attack<br
I agree that it should work like that, this would greatly improve champions and big monsters, but also give more importance to armor and weapon techs.
Use the middle mouse button (the mouse wheel *is* a button too) in order to drag the camera. Or is it the right button, I'm not on my home computer yet and can't recall ?
I agree about the tactical threshold, having this setting set to anything other than 0 when nothing ingame remind/tell you of this setting is at best confusing for new players.
It's called "Tactical Threshold", set it to 0 and the game will let you chose between tactical battle and auto-resolve each time. With the default setting, it only propose you to chose when ther is more that X units on each side or something like that.
The setting is called "Tactical Threshold", and should be set to 0 as fast as possible.
Let's be honest, Elemental will probably need some more polish before being greater that MoM, and MoM itself has needed some patches, but it has the potential.
Open spell book, select spell, click on "cast spell", click on a tile of the target city (note that the target tile must be in range, 3 squares I think for most city spells), that's how it worked in the beta (I'm at work now and haven't yet be able to play the game)
Hum, but if he got a retail version, he should be able to install directly from the dvd, isn't it ? Of course it would be only the base gold version, without the day-0 patch, but he should be able to play.
This is normal, all beta key have been disabled until the game is released (today for beta testers)
To be fair, he says that he is not sure from where the 50% bonus come, as the "educated" trait was supposed to only give 10% from other game infos.
Sovereign starting equipment: I don't like having to use design points to buy something that would only cost me gold later. Sovereigns should be able to buy for a small starting gold/points pool, maybe from part of the starting gold of your faction or a separate pool, with this gold being useable eitheir for normal weapons and armors (for the warrior type) or for some other items (scouting package for your adventurer sovereign, some starting bonus ressources for the empire builder,
There is an option in the game settings where you can set how much units are needed to enable tactical combat, and if you set it to 0 it will always propose the choice.
Make sure that you checked "show pre-release/beta versions" in impulse settings, then go to "My Games" tab to check if Elemental is listed.
Hi Harpo99999. If all your current reports are about several occurrences of the same problem, I think that it would be better to post your new reports in the same thread, and not start a new one each time that you crash the same way.
[i]sorry, double post due to forums going "boom"[/i] [e digicons]:annoyed:[/e]
From what is known, Beta 3 should start this week (probably tomorrow) Each time a new beta phase like this one starts, there is a time window of a few days where *anybody* who preordered the game can join the beta. So if you preorder the game now, you should be able to download the beta once beta 3 is released. Procedure: - preorder the game - once beta 3 starts, you will receive an e-mail with a serial for elemental - install Impulse, and regi
From the monsters description, it seems that most of them should drop some rare materials (to sell or maybe useable to build some rare items) in the final version
The version I would Like (partially based on previous post in this thread): - Essence working like Hit Points : your max value *never* go down - As essence is at the root of the channeler power, maybe it should not be a choice at level up but increase automatically each level (or by another means). - regaining temporary essence might be long (even 1/turn would seems too fast, I think that something like 1/10 turns or less might be appropriate) - reg
About essence: if you really want to have it based on sovereign leveling, have the essence increase automatically each level and not be something that you must chose over other *persistant* stats. Having your sovereign gain some XP each turn (even if only 1) would also help players who like the sovereign safe in their city
About city specialisation : have some specialist buildings share the same "slot" : you can build a market for more gold *or* a monastry/school for more reasearch *or* a military academy for a training bonus and so on ... You could have several such buildings, or higher level buildings needing the lower level one (so to build an university you need a school)
For those searching for the unofficial 2.0 patch : http://www.dragonsword.com/magic/MOM200.zip
Microprose did a very good adaptation of MtG in their time (yes, the same Microprose company), with a fairly good sandbox/adventure mode where you have to win cards by fighting against monsters and doing quests in a random map and with the objective to fight a big boss. I has a good interface for such an old game, and in fact the interface might be similar to the MtG online The only default is that there are only cards from the base 4th edition and some of the first extentions
I seems to recall that the phantom warriors were more like 3 or 4 swords each, not 1. Moreover, if you were fighting in a sorcery node, they get +2 ATT/DEF as all sorcery creatures in a sorcery node. I use them often against other units and find them usually more cost effective that a direct damage spell of the same cost. Note that they *will* fight worse against spearmen, as those usually come in squads of 8 for most race, so they need 8 hits instead of 6 or 4 to kill