I imagine this is just a programming logic oversight. I'd definitely consider it a bug since you shouldn't have to cancel and recast to gain the new benefit. Generally, I've felt like the mechanic of the more shards the more power hasn't been fully implemented (as in here or in tactical battles). Hopefully this will be addressed.
Lord Reliant
Techs need something done. Some removed, maybe the mechanic reworked. Since there are many fewer buildings, it's not a terrible micromanagement thing currently, although I'd argue that there could still be fewer, most of which exist just because of the tech tree. Something like 10% more research isn't a particularly fun game mechanic. It does the job, but it's not something to get too excited about.
First, we need to a way to tell how much enemies might hit our units for. Once that's in place, wounding individual units seems like a reasonable measure. It could create opportunities for cheese, but there's already something like this now where units less than 50% HP increase their defense and/or attack. Why not say something like less than 10% HPs reduce attack by 50% or something? Worth considering. Even if it wasn't applied broadly to all individual units, it might be worth g
I don't want to mess around with the possible micromanagement headaches adding roads might have, but even some easy wins like auto-creating them from outposts to the nearest city and/or between cities seems good. The one downside is that enemies should also be able to take advantage of that, too.
These are some excellent ideas. Making regular units easier to produce and less costly would help make them more than just cannon fodder in battle and decrease an all champion army. Some AI improvements will also help to create an incentive to defend cities better.
Well said. I'd love more strategic variety in the tactical view, and adding logistics or weapons that do something would help greatly.
Since mana is a shared pool, you'd somehow have to combine everyone's intelligence you own (at least spellcasters). This change would also make intelligence pointless for non-magic units, whereas now it has a benefit. I don't think it's a bad idea, but given the way the system works currently, I think it would have to change the shared mana pool concept, and I don't see that happening.
I'll ask on behalf of Stardock- What video card do you have and is it running the latest drivers?
[quote who="EvilMaxWar" reply="39" id="3072396"]The results are on post no.2 , on the first page. But maybe this was not such a good idea to make two posts. Having them on the original post would be better, since the OP shows on all the pages. I will edit it a bit later.[/quote] Ahhh.. I found them. Yeah- putting it in the OP would help as this (hopefully) will span multiple pages. Thanks for the work putting this together. I imagine Stardock knows pretty well their
[quote who="greggbert" reply="5" id="3072303"]THat's good to know. But the tool tip currently does not tell you how many shards you have, only what the shard calc is for the spell. It will tell me the spell does 3 damage per water shard but it doesn't tell me that I have 2 water shards so it will do 6 damage.[/quote] When you highlight over the unit you'd hit for damage, it should tell you the damage just like with melee attacks (I believe). But whe
[quote who="EvilMaxWar" reply="35" id="3072205"]Results updated! [/quote] Where are the results? Before you had a count next to each number for # of votes. A suggestion- maybe you could rank the #'s by votes below. Thanks for doing this even though it's a very manual process.
[quote who="samurai160" reply="23" id="3072094"]Monsters can path and see through fog???[/quote] That's a great point. I believe the AI opponents can't, but monsters being able to seems like cheating or a bug.
Ahh... I haven't used those much since one of those areas has been under construction, but that's really strange it would keep incrementing every time. Must be adding each click as a new instance, which sure seems like a bug.
Where is the Govern option?
Agreed on all fronts. Something more needs to happen with Territory & Tactics, Classes & Talents, and Units and Monsters. There just isn't meaningful strategic depth yet to these areas, which makes the game bland. The initial game is fun, but re-playability suffers greatly when everything is the same from one game to another. Some ways to addresses this by Stardock would be: 1. More content/variety. Both in equipment, units, and monsters. 2. Better incorpor
Your concepts here are good. I find the stats confusing, some unnecessary, and overall balance poor. Then again, that's what they expected to find in the beta and have taken some great steps to correct it already. Still, I'm hoping for a stats overhaul/improvement like you suggest. The game's mechanics are overly complex, missing UI elements to help it make sense and need a second look.
That would be a really great intersection of game mechanics. We already have the reverse. We could even get crazy and suggest a quest would not just unlock the ability to complete the quest, but maybe the quest's reward would be learning a new technology that's not researchable, either instantly or via spending research points.
[quote who="Stupidity10" reply="3" id="3071340"]Also be nice to show initiative when you scroll over on enemy troops.[/quote] Another great point. That way you could tell if Haste, Slow or any other initiative change would be helpful.
Wow. That's a good (and funny) find. In most cases, are the monsters attacking the sovereign because he's in their territory or is the sovereign being foolish trying to attack a monster he/she can't defeat?
I haven't had that, but I've had sparkle effects show up in the fog of war, from shards, I believe. Most of that was taken care of in one of the recent patches, but I haven't had that white blob issue. What video card do you have (brand and model)?
Yes, yes, yes! I posted about this here with a link to another suggestion. Hopefully this fix is coming in the near future. https://forums.elementalgame.com/416729
So do those units move, or just hang out in the ocean perpetually? And you can't go out to attack them, can you?
I like the ideas, but regardless of whether it was these changes or the current system, if they're going to bother to have different damage types, armor bonuses need to be displayed against each instead of just as a number that during battle you discover is different. I like the strategic element different types adds, but right not it's not really easy to adjust against/for even if I wanted to do so. I certainly like the idea that different weapons would use different skills o
[quote] When I'm starting a new game, I need more information: What the faction I'm playing does. Am I empire or kingdoms?[/quote] The only great way now to know is by seeing if you can get Life or Death magic, or memorizing the various factions. [quote] In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves the