[quote quoting="post"] -Tech tree: We can still beeline and rush late tech by ignoring early ones. Since the increase in tech research time is dependent only on the number of researched techs in that line, gamebreaking late techs can still be obtained way too quickly. [/quote] Define "gamebreaking". I think if anything it's an AI problem rather than the tech tree. If you do rush a tech the AI should be smart enough to exploit any gaps doing so leaves you with. For exa
Archonsod
It's down to the shards. If you're lucky enough to be able to grab three fire shards then the fire shard based spells are incredibly potent. If on the other hand you luck out and remain stuck with only your starting shard then intelligence is the only option to keep spells viable into the late game.
[quote who="Malsqueek" reply="14" id="2839825"] I like initiative for combat in general, but more as an "activation order" based on dexterity and equipment. Dagger's only benefit being that they get to hit back more often is still pretty weak since you have to be attacked (and risk taking damage) for that benefit to have any effect at all. I would still got for increased effectiveness during my own turn (personally).[/quote] You can always factor it into the attack too, so the da
Population isn't used solely for buildings, it's also necessary for military units too, which is when it can start to be a constraint. I never build the beacon straight away; why waste it on your initial city when you can use the prestige boost to push borders into a neighbouring kingdom?
'Cept the scimitar should be faster than the broadsword, that's the point of the blade's design :P Although in actual fact it would be nice if the mechanics could represent that one is designed for thrusting and slashing while the other is purely a slashing weapon. I'm not a big fan of using movement % to be honest. Being capable of only one attack per turn would make combat incredibly tedious when you ended up fighting spam hordes of spiderlings or similar who can't actually hu
[quote who="AlLanMandragoran" reply="2" id="2834521"] I did some more thinking about this. In GalCiv2, initial blitzkriegs were limited by both ship range and the technology to invade colonies was pretty high up the tech tree. Neither of those limitations exist in Elemental. [/quote] Morale might be a good counter. Similar to Civ, after a town changes hands require it to be garrisoned for X turns in order to pacify the population else there's a chance it will revolt and ret
[quote who="LrgBore" reply="6" id="2834066"]I've only recently started playing the game and have encountered this problem several times. I went back to the original starting location with the hero who initiated the quest but there was still no response from the game. Has anybody been able to get this to work?[/quote] Yup, it's my usual victory tbh.
A harbour would more logically bring in Gildar through trade. Particularly since it's mentioned that this is one of the main features of Tarth.
[quote who="tjashen" reply="13" id="2830699"]It took me a couple of reads to understand what you are trying to convey, Archonsod. As it stands now, (if I AM understanding this correctly), you have an Accuracy vs Dodge roll, followed by a Strength vs Defense roll. If I grasp your concept correctly, the second roll would simply determine penetration of the armor, with the third (Damage) roll being a set value (DWeapon Strength, plus strength bonus). Hmmm... int
[quote who="Wizard1200" reply="45" id="2830728"] But if the Dodge chance is too low (Accuracy scales with the level and Dodge does not scale) its not worth putting points into Dexterity.[/quote] Depends on how it works. And which accuracy is used; spell accuracy doesn't increase with level for example.
[quote who="Trojasmic" reply="1" id="2830391"]200 mana might seem like a lot in the early game, but you run it through it rather quickly once you start casting stuff like "Wither". So I think the mana gen is spot on... use it up in the early game or save it for the big spells later.[/quote] Yup. Chuck in multiple casters and you can burn through that mana without realising it. And then of course you realise you've only got a single figure mana income ...
The races are, it's the sovereigns who aren't. The problem with giving them "personality" is it both removes player agency and leads to issues like explaining just why your warlike Trog is leading a pacifistic human faction. I'm not a big fan of just shuffling numbers around. I don't mind it being purely cosmetic myself. Although an easy and less intrusive way to differentiate would be to adjust the NPC's. Give each NPC a preferred race and sovereigns of that race a discount on recrui
Rather than add it to damage, why not separate damage from the attack roll completely? Either add it as a weapon stat or else have a fixed roll modified by strength. I'd prefer the weapon stat approach since having someone be just as deadly with a dagger as they are with a claymore seems a bit ludicrous, but whatever works. So you'd go - D(attack) vs D(dodge) to check for hit D(attack) vs D(defence) to check for wound If both rolls succeed <
I actually disagree. Magic should be an edge, not the be all and end all of the game. If I can't take out a sovereign with mundane troops then something has went wrong in the balancing somewhere. MoM and Dominions did have good magic systems, but that's all they had. Dominions is seriously sub-par in the economic and general empire building stakes, and while MoM managed to retain useful mundane units this was largely down to the shortcomings in the AI than anything else.
[quote who="Sythion" reply="26" id="2829624"] 2) Dexterity is entirely redundant. It does the same thing as Constitution--increase survivability.[/quote] No it doesn't. Dex gives you a chance to not be hit in the first place, Constitution merely increases the amount of hits you can take. There's some important differences; dodging a magical attack with a secondary effect for example prevents that effect from triggering, while absorbing the effect doesn't. Hit points require you h
[quote who="tjashen" reply="15" id="2829458"] AND, if resources didn't count against your tile limit... then they become even MORE attractive. [/quote] What, you mean like not connecting them to your city? ;)
[quote who="LightofAbraxas" reply="3" id="2828862"] I don't like how, right now, my heroes can channel the same amount of mana as my sovereign, who should be a god-king. It's just a little thing that takes a little character away from the game. Problem is, these things add up. [/quote] The benefit of the sovereign is they get to ignore the INT requirements for casting spells, so you can if you choose ignore INT entirely and put their points into the physical stats. So their power
The 15 population trade off is 15 troops you could be recruiting, or three more buildings you could have. I'd agree they need to do more though, I'd either double the boost or remove the population cost altogether.
The ironic thing is that the release version of MoM probably had more bugs than Elemental does presently :P
[quote quoting="post"] *There should be two basic categories of champions: Tactical and strategic, or combat and administrative. The administrative champions should gain exp doing their jobs slowly over time. Each archetype of hero within the two branches should have skill tracks that increase as they level up. [/quote] Could swipe the MoM system of giving all heroes 1 free XP per turn. It'd let your administrative assistants gain a couple of levels without needing to go
You can interact with things hidden under the fog of war. I clicked on a greyed out tile and got a recruit conversation for an NPC who was in there that I couldn't see. Could be a mild exploit under certain conditions.
Intelligence also determines your accuracy and spell resistance, so it's a useful stat in general. Strength still boosts your attack, dexterity will likely be more useful once dodge is actually working and charisma is handy for any stay at home heroes. How important prestige is depends on your playstyle. It speeds up population growth and border spread, if you're focusing on empire growth both are incredibly useful, giving you faster specialist growth and letting you flip resources on
Compared to magic it's not that bad. With a 15 strength, 15 Int sovereign I'm doing more damage with arcane arrow than I am with normal arrows.
[quote who="Anglophile" reply="23" id="2826117"]There is road spam in Civ because roads = +1 commerce and that drives everything. Now Microprose was responsible for both MoM and Civ1: any road spam in MoM? No. Why? Because the only point of roads in MoM is to speed travel. The whinging about potential road spam in Elemental is, as far as I can see, all sound and fury, signifying nothing. [/quote] Actually roads connecting to another city provided a .5 trade bonus to gold in MoM,
Units I design seem to be untrainable for me (tried just creating a new unit armed with nothing but a Cedar longbow. They're saved, but they don't appear in the train units screen when selecting a city) Also looks like the textures are missing for the trees in "greened" land (I just see the shapes, filled a solid brown). I've also had it crash after a few turns (more than five, more like 100 or so), probably still a memory leak somewhere. Damage reporting is strange. I