Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

To be honest, I don't know why they don't just have spell damage scale with spell mastery... and spell resistance would reduce damage. Basically your magic damage would multiply by (spell mastery - spell resist/100). It would make both stats more useful.

18 Replies 70,715 Views

[quote who="jonmdewey"] * I have very little idea what trading for tech points really does. [/quote] It is suppose to apply to random techs in that tree, but this is sort of a new feature and isn't too well defined. Sometimes I see it working, sometime it doesn't seem like it actually does anything. It might be a problem due to trading for multiple type of tech points at once, I'm not entire sure, because I haven't tested this extensively. Most of the ti

18 Replies 70,715 Views

I haven't had any problem with item selling price, my tax is nearly always at zero (unless I got prison/onyx thrones - rarely I'll go to low) and my economy still roll along just fine. It's really just a matter of perspective. What if it was the outrageous buying price that is what is ripping you off?

9 Replies 15,544 Views

[quote who="Sarudak" reply="5" id="3158432"] Monsters don't need a FOW from another player. They should either see only what they themselves would be able to see. Or they should just not have restricted vision at all (gaia sees all)[/quote] I'm pretty sure that "seeing what they themselves would be able to see" is the entire problem. As in, you'd have to keep track of the vision of hundreds of different groups of monsters all over the map. As for seeing everyt

8 Replies 35,534 Views

This is a suggestion to make the AI use/build things well... smarter... or at least, not stupidly. It'll probably contain some jargon that you'd only be familiar with if you dug into the xml files, so I'll apologize before hand if it doesn't make a lot of sense for those who don't. It all started with this thread: https://forums.elementalgame.com/425251 For those who don't want to read the thread: Ba

3 Replies 26,272 Views

I wouldn't mind a couple of flavor techs like the early books, but that third book of the magi at the end of the magic tech tree ... I really don't think that should be random. It really depends on what the tech does.

20 Replies 12,687 Views

I'm not sure why you'd want this... do the monsters actually live THAT long in your games? They sure don't in mine. They're usually extinct by midgame, let alone late. Even the wildland bosses go down pretty fast as it is. So I'm not really sure if it's really worth it to focus into these situations. Maybe if there were some super monsters spawned through special events halfway or late in games ... that might be something to consider.

3 Replies 4,493 Views

Hah... I'm glad I'm not the only one who thinks that with window versions. There's been a running joke around here of late that MS has a tendency to overreach every other version and fails, then make up on the next iteration and succeed. According to those trends, Win8 is bound to fail... then they'll make it up with Win9. While Win7 64 is going to be the next XP.

128 Replies 266,996 Views

Let me ask you this... why does your outpost exert influence on roads, but your cities can't? (What do you think those ZOC are? It's your city's influence). Where's that all mighty logic now? A lot of people already explained why you'd slow down in hostile territory... and yes, there are plenty of precedences. Half of the reason YOU just mentioned explains why you can't just drive around enemy territory like it was your own. Maybe the bridge ahead is out... oops? Where

38 Replies 128,250 Views

I'm pretty sure they do. I've seen Vetrar demolish armies and earn a bunch of exp before... the problem is, even if he levels up, all he gets is like 4 more hp, a bit of accuracy/spell resist, etc... basically a bunch of stats that are fairly meaningless for him... As for the OP: I believe lairs upgrade and spawns stronger monsters as time passes... but monsters in general have a limit to their strength and doesn't become amazingly powerful even if you wait for decades. No

2 Replies 4,322 Views

[quote who="Malsqueek" reply="7" id="3158116"] I find the two bolded lines to be somewhat at odds with one another. Frogboy made a post not too long ago about how Computer AI is inherently very good at Defense because that is how it needs to be programmed to be competetive, as it does not have the ingenuity that living beings do at assessing a spread of options and choosing unique combinations. As Froggy said. Humans are very good with "Sharp sticks". Slowing movement of units

38 Replies 128,250 Views

Actually, this change doesn't help the AI at all, quite the opposite. While I'm in favor of something like this (I'd rather it be 4x speed in your territory, 2x in neutral, 1x in hostile), I don't think you can make this change overnight without putting other systems in place (so probably not any time soon). Let me try to explain: The current system (4x speeds) is a great boon for the aggressor, they get to pick what they attack with their movement and do so before any

38 Replies 128,250 Views

It's quite possible, in the past (in EWOM), we could add factions (or mod them) to have desert/snow/etc terrain as their defaults. However. if I recall correctly (been a while), they made it so that you only get territory bonuses on Kingdom (grass) and Empire (dark grass) terrains, and most of those modded factions got shafted as a result.

6 Replies 8,689 Views

Unfortunately, I don't think the AI actually knows what "curse" does. All it really knows is that it has a skill (perhaps of a certain type - in this case, debuff), with a certain priority attached to it. So if the opportunity presents itself, it'll use it (or uses the highest priority one). This is done because they want skills to be moddable. So you could add new skills with all kind of silly effects, and you'd still be able to get the AI to use it, despite having no real idea o

4 Replies 6,354 Views

No offense, but it just sounds to me like you need some more time with the game before complaining about various aspects of it. It almost sounds like you're talking about another game because the normal AI couldn't put up a challenge if I was sleep walking. But let me address a couple of your points: 1. The AI build lots of troops, and will change their tax accordingly to get funds (check the AI cities, sometimes you'll see it at 98% unrest for this reason). You can do thi

9 Replies 4,344 Views

The game does allow it (you see it quite often when attacking large cities when militias come into play)... not sure why it's messing up, but yeah, the easiest thing to do is just throw out an Ignis or two.

6 Replies 11,550 Views

And just to follow up... how do you beat Tarth's Caravan armies? Magnar ups the ante: Why, of course, TWO caravans! Genius.

2 Replies 4,162 Views

Hmm... I'm starting to think there's something more fundamental wrong with critical damage in this build (0.914). I just 1HKO Vetrar (494 HP) with a crit using this build: I double casted burning blade (1 on strategic and again in tactical), that would only get my attack to 38 in battle, the 3 cold

6 Replies 2,049 Views

Delin has been bugged for me for several versions now, someone said that sometimes he shows up, and sometimes he doesn't, probably 1 unit won't show (and it happens to be him a lot of times). I'm not sure why they don't just remove one of those Ignis from his army... not like those things are even doing anything at that point.

6 Replies 11,550 Views

The beta dials home to get up-to-date files. So you need an internet connection to get them. But you don't NEED it. You can run the game using -localdataonly and you should be able to play (although it'll take a long time to load up trying to dial home and timing out). The game (as in the released version) won't have this.

9 Replies 4,456 Views

If you go with path of the assassin, crits happens all the time (I have 30+ crit in my latest game). Even more chance? That's a bit much isn't it? I think crit damage should just be a multiplier on damage done (after armor is calculated) rather than a multiplier on attack (which is probably why it is doing so much damage).

6 Replies 2,049 Views

Regarding some of your points: Starting points - while I agree that map generation leaves a lot to be desired, the spacing of the players has been fairly decent in my experience. I don't know how you are running into 2 factions on turn 10 unless that is a gross exaggeration. Play on large map if you want more room - I don't know why you are even complaining about medium maps when you can just up the map size... Scouts - those are there to explore, and yes they'll

3 Replies 2,076 Views

Patch log for 0.915 mentioned that crit for assassins is giving 100% more damage than it is suppose to, so they have toned it down a bit, but I still think it needs a bit lowering. What I'd like to see is for crit to be considered AFTER armor instead of before armor. Right now, crit seems to just multiply attack, so even if you are heavily armored, it doesn't help too much (because attack multiplied becomes so much higher than your armor). If it instead multiply the resulting damage i

6 Replies 4,352 Views