Kalin

Kalin

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

1. Yes, it would be way too OP (for spells) to gain multiple elemental shard by upgrading altars to higher tier. 2. Yes, that's a legacy description and should probably be changed. There was a time when you had to unlock the quests.

1 Replies 3,832 Views

That's what happens when a damage spell is resisted. Most of the time damage spells has conditions where if it got resisted it still does half damage instead of nothing. Something that can easily be used to reduce the effectiveness of one part of shadowbolt (maybe if you resist you don't lose mres, or maybe you still lose it, but take less damage). Of course I don't think it's that bad at all, so I'm fine with it being left alone. If you want to see an OP spell, yo

12 Replies 8,515 Views

20 dodge isn't too bad by itself, the problem is that it is too easy to stack dodge. With 20 from blood, 25 from lucky, 10 from a warg, 6 from a shield (towers are too heavy), 10 from cloak... toss on some dodge traits... who'll be able to hit them? Maybe it's about time we take a look at implementing some type of diminishing returns on these traits/stats. Or maybe just have some base chance to dodge, and modify that with multipliers instead of additively. That way it won&

102 Replies 58,996 Views

The first isn't really possible in the way that you want it implemented. You can make your armory add soldiers with armor to your city defenses, but you can't really "upgrade" the existing troops. All of the militias have set designs, and you'd have to design your own or switch the current militia to something that use armor (in which case ALL militias would get it, not just those from your armory). The second, if I understand you correctly is really simple. Mana is just a

7 Replies 33,614 Views

Best used on brown terrain (plains) that's an appropriate distance from any city (can't built too close to another city). Those usually provide a spot to settle. Even better if you do it on or near a special resource (bone ogre lair often yield 3 essence tiles for example). It doesn't work on: desert, city (razed cities) tiles. You also need a min of 6 workable tiles to build a city, so don't cast it against a cliff or in a corner.

5 Replies 9,884 Views

Maybe you weren't here when the release was announced, but you were suppose to do a complete uninstall of the beta and reinstall the release. I imagine it is because there are things like these that pops up.

2 Replies 4,067 Views

There's 6 new medium stamps, 4 new large ones and 2 huge ones... I only took a brief look via the editor, and the only thing that jumped out was that some (if not all) had roads previously built on them, connecting certain areas, passing through swamps, large deserts, etc... ... didn't really have time to test it out yet in real detail though.

46 Replies 106,900 Views

Um... that merc from the letter of Mark (Wallace)... is he really suppose to be worth 50 gold? Unless you changed something... he's so useless that I always sell the letter for the 18 gold instead. So basically, you'd be losing out on 68 gold for a really crappy unit. Maybe change him into a champion without DividesBattleExp (basically a henchmen) and use UnitJoinArmy instead?

102 Replies 58,996 Views

Tech point generation seems to have some bugs... a few people have reported that the AI is generating more than they should... Here's the way it is SUPPOSE to work: 1. When you research a tech, you get 10% of the tech's value in tech points. 2. When you trade you lose those points. Basically, everyone has 110% research. 100 is normal, and the extra 10% can only be earned by trading. It shouldn't be possible to create an endless cycle

42 Replies 86,739 Views

I don't think the game can tell the difference between base defense, and "defending" bonuses. The value is implemented like you're wearing extra armor or a spell buff... so while you're defending, fracture probably should be doing that. The main problem here is that the debuff doesn't update when "defending" wears off... and I'm not sure if there's a way to update variables between turns (perturn with a duration of 1?).

3 Replies 2,602 Views

[quote who="Flohaxn" reply="10" id="3289098"]Why is it then, when i summon an earth elemental in combat, that an enemy with the same initiative as the earth elemental gets to act 3 times before the earth elemental does? Reported here[/quote] Summoning delay. Basically you lose one "turn" of initiative before the summoned unit starts to generate initiative (which leads to turns). If you look up from your ss in the thread you link, you'd notice that after the first turn,

10 Replies 13,694 Views

Knights of asok says hello (they cost 9 to maintain - lol), by far the worst in the game. Not even that useful because the tech to unlock them is so deep in the tech tree.

9 Replies 9,730 Views

Huh... I always thought it was 50 for a turn... isn't that's why impulsive gives you a free 50 initiative on the first turn...?

10 Replies 13,694 Views

Actually, the easiest way to deal with jug armies is to build tons of cheap throwaway units and throw them at the Jugs. If you send a unit in between 2 jugs, them attacking the throwaway ends up hurting themselves. After a few sacrifice unit, the jugs are easily killed if they didn't kill themselves. Slaves are great for this.

13 Replies 9,419 Views

[quote who="dihir" reply="8" id="3288875"]The +1 move bonus for Juggernauts suggested in https://forums.elementalgame.com/437525 is a huge bonus. Was anyone really fighting them toe-to-toe?[/quote] It is a good bonus, but you'd have to switch out brutal nature, maul, or ignore pain to get it (since you can only pick 3 traits). If you say you would, then I think my suggestions just succeeded. To be honest I'm a bit disappointed that Harvester didn't

13 Replies 9,419 Views

Oh... and after some quick tests, the idea for auto cast spells might be a possible solution to the various stacking effects if you want to pursue that for a mod. You basically have to make 3 spells for each of the three levels of guardian, tactician (and one for shield wall). Since the spells are different, you basically get the "highest" effect by combining the various levels. For trainer, I guess disabling it for henchmens would be the best method.

10 Replies 8,716 Views

Yeah I can see that, during my test runs I ran into a few times when crystal was rare and became somewhat of a problem, it was one of the reason I went back a tier and use only minor accessories and not the best ones (amulets one tier up). The primary reason I had them doing that was because I wanted to give them the staves (to help keep them alive), which already cost crystal anyways... and a couple more didn't seem like too much of a big deal. Although even without it, I really

10 Replies 8,716 Views

[quote who="SOLOSOL" reply="1" id="3288655"]Excelent work, thank you a lot. I'll test it as soon as I arrive home. A few notes: - Maybe you should include this post in "Mods Forum" - Could you arrange with the author of "Female henchmen" to include it in your Mod? It would be great. - Henchmens sounds bad (for a non native english speaker at least). But "adventurer" is so... common...I like "soldier of fortune" but it is too long... -

10 Replies 8,716 Views

I'm pretty sure this is what happens when they clear lairs with troops (their heroes are all off doing something else). It's somewhat understandable, they have other things in queue to do, and they can buy equips, so picking up loot is lower priority. Normally AI heroes are pretty good at picking up loot, sometimes they'll steal yours if you kill a lair and don't have the movement to loot. XD

5 Replies 2,527 Views

As I posted in the change log thread.... Don't be fooled, it's really not that big of a nerf, as I explained here: https://forums.elementalgame.com/437525 The idea is to make the traits more interesting so that you'd have more varied Jugs designs (which is a good thing). They are only slightly weaker primarily due to brutal nature, but it barely changes anything because they are already a beast. Going from a def

13 Replies 9,419 Views

[quote who="Trojasmic" reply="3" id="3287269"] These are jokes right? You're not actually listening to stupid suggestions from forum users are you? If so, then how about implementing a couple of my stupid suggestions. 1. UI : Show the pathway movement (and how many turns to get there) before I click to move. 2. UI : Highlight the currently selected unit or city in the empire tree down the left side of the screen because it's too

102 Replies 58,996 Views

Over the weekend I've been playing with Altar's Henchmens (Altarian civil war) to tweak them a bit for balance. The idea isn't really to nerf them, but rather to tweak it so that the AI can put these guys to use a bit better to give them a bit of flavor when not played by the players... Anyways, here's what I came up with after a few trial runs: 1) Alter Henchmen Tech's prereq to require Heroes (internal: Recruiting) tech and Enchantment tech (instead

10 Replies 8,716 Views