Ephafn

Ephafn

Joined Member # 2434780
10 Posts 133 Replies 652 Reputation

Well, if summoned troops are no longer 1 per summoner, they probably are no longer be going to be considered enchantments on the caster, but normal troops with normal upkeep, so Procipinee crown should not make them upkeep-free. My limited experience playing a summoner, I have to say that I dislike the disconnect between your summons and your magic schools. I would much prefer if the summoning skill tree went something like: - Shrill summon (allow you to summon shrill of any m

65 Replies 78,994 Views

[quote]Watchtower gives units trained in the city the Charge trait (instead of bonus init to defending units)[/quote] While giving a free trait to units trained in a fortress with a watchtower is a good idea, I have to question giving the Charge trait. For two reasons: 1- Since it clashes with a trait that can be given to designed units (I assume you can't get it twice), players will have to design a Charge-less copy of any unit to which they gave the Charge trait to avoid

102 Replies 59,010 Views

I have to chime in this thread, as getting a city of mine razed is the main reason why I reload the game (or plain stop playing). But I still think that there should be a heavy penalty from failing to defend a town. That made think that different enemy could give different penalties by taking your town. For instance, thieves could take half of your money and resource; intelligent monsters (ogres, darklings, etc...) could occupy the town as a lair and generate more monsters; wild animals would

41 Replies 54,474 Views

[quote who="jutetrea" reply="9" id="3286217"]I would like to have something where I can say "I've essentially won, I'm unbeatable. Now lets see my score (which isn't kept!!!) and make it tougher). i.e. I'm at the steamroll stage, I'm set up and about to finish the game - now give me a real challenge to finish things off. [/quote] I strongly agree with your point of view. Part of the fun of a 4x game is to grow a strong power base, and this is weakened when you don&

23 Replies 77,797 Views

Tuidjy, the main reason I prefer epic speed is to slow down the research speed. At normal speed, I often find myself researching military techs by bundles of 2 or 3 at a time, then designing new troops. Slowing it down means each tech is meaningful. But that's pretty much a matter of taste. Oh, and I also like the fact that towns are slow to build up, so I can't use kosiam settings without doubling all building costs (although that should be fairly easy to do with some script). <

6 Replies 10,261 Views

After postponing it for a while, I decided to try out FE instead of simply lurking on the forum. After a few games, I figured out that for my play-style, setting the game speed to Epic makes it more interesting (no more getting to the end of the tech tree too early). Going through the XML files, Epic speed seems to only do 3 things: - Multiply the research costs by 3 - Multiply the building/training costs by 2 - Multiply the number of turns before the end-game

6 Replies 10,261 Views

[quote]The AI not using spells in combat was caused by a rand()% design[/quote] Obviously you should have used (int)((rand() / (MAX_RAND + 1.0)) * max_val)...

16 Replies 35,115 Views

I really like the proposed new damage formula: Damage = random(0.5, 1) * Attack / (1 + Defense / Attack) 1- It has limited randomness (a good thing for strategy games) 2- It has good limit behavior: for Att>>Def, Damage ~ Att-Def, for Att 3- It avoid the annoying 0-damage attacks, even against highly armored enemies. What I disagree on is the way combat speed work. Th

164 Replies 295,511 Views

[quote who="Prime9" reply="71" id="2881900"] And to the people requesting that C++ is used, do you *really* want to be in a situation where a rogue/malicious mod has the full privileges of the game to do things to your system? It's very hard to properly sandbox native code - possible, but hard, and is it really worth Stardock spending time on that for this game, rather than spending time on the game itself? Whether intentionally or accidentally mods written than way would

157 Replies 405,782 Views

[quote who="Gwenio1" reply="37" id="2881663"] Quoting Ephafn, reply 32I would tend toward Lua over Python, even though the class syntax is not very pretty, I believe that most mods will mostly rely on functional programming than object-oriented programming, so a little ugliness in the later can be excused. Boost.Phoenix version 3. A library to allow for functional programming in C++ (functional programming being where everything is a function, you likely meant procedural). Cur

157 Replies 405,782 Views

[quote who="Winnihym" reply="33" id="2881644"]One vote for Fortran 77.[/quote] As one who had to deal with Fortran 77: awesome! The more people to share the pain, the better!

157 Replies 405,782 Views

I have coded in C++, Lua and Python. First of all, while being able to code a little in C++ would be useful in the long course, when very complicated mod will happens, it should never be the main way to do so, as it is much harder to learn than the alternatives. I would tend toward Lua over Python, even though the class syntax is not very pretty, I believe that most mods will mostly rely on functional programming than object-oriented programming, so a little ugliness in the la

157 Replies 405,782 Views

[quote]In theory this is good, but don't forget the game gives us terraforming spells...[/quote] MoM had them too, so that system will simply encourage you to terraform your land to make it better, and terraform your opponent land to be worse (then the desert spell will be useful).

67 Replies 220,829 Views

[quote who="Frogboy" reply="26" id="2875762"]I am feeling the same way about city placement. It's elusive indeed. The beauty of say Civilization is that every tile in the game potentially has use. In Elemental, a tile is basically generic unless it has a resource on it. [/quote] Why not take a page from MoM and gives bonuses to cities depending on their surrounding? For example, for every tile of the given terrain in a 5x5 square around the city, yo

67 Replies 220,829 Views

[quote]Q: Why do we force min's on weapon damage? A: For predictability, we want larger weapons to have predictably more damage. and we want players to be used to seeing the same damage ranges in attacks. We dont want a unit to hit for 40, then hit for 2 the next round against an unarmored opponent.[/quote] If you want predictability, why not average a bunch of rolls instead of skewing the distribution toward high values (and one-hit-kills)? If you average, say, the result

254 Replies 119,210 Views

[quote]Did I just blow your mind or what?[/quote] Nope, you didn't just blow my mind. But it still is a cute idea, as regrouping all magical research into one system could make it more doable to focus on magical research while ignoring mundane research.

23 Replies 14,491 Views

[quote who="Cerevox" reply="30" id="2849641"]You don't want to actually be touching the food resource or it is built on the citys time instead of by magical workers who spring from nothing.[/quote] Maybe for other settlements than the capital, but since we now start with enough material to build the farm from the start, my build order is farm + hut, so that I don't lose growth from having the capital population reach 10 before I build the hut. And since you cannot build anything in th

71 Replies 225,905 Views

About the very beginning of the game: why didn't you found your capital next to the food resource? The way I see it, the only reason you were able to use it was because you snaked toward it with the beacon of hope. In a few games of the later 1.09? betas, I've seen AI players never expand due to the food resource being just out of reach, so that's something to be considered.

71 Replies 225,905 Views

[quote who="Frogboy" reply="5" id="2845049"]v1.2 is not the expansion.[/quote] Huh? I thought that v1.2 was the "free for everyone" mini-expansion, and v1.3 was to be the "free for the early customers" mini-expansion. If this is incorrect, was is the time scale for when you plan to do the first mini-expansion?

23 Replies 14,078 Views

[quote who="Tempestwrath" reply="34" id="2841020"] 3) More spells scale with INT, perhaps if not direct damage for elemental spells, with tertiary effects, to keep things interesting and flavorful for the various elements. (So INT is a more useful stat, especially for the Sovereign who is evidently unaffected by INT requirements, which I find sort of silly in the first place.) [/quote] My suggestion for making more spells INT-dependent would be to increase a lot the re

66 Replies 132,888 Views

[quote who="Alstein" reply="48" id="2838775"] Case 2a) Player when they try to build on the tile, discovers the resource Case 2b) Player when they try to build on the tile, destroys the resource unknowingly (they never find out it was there) Case 2c) Player whenn they try to build on the tile, cannot Case 2d) A random selection of the above. [/quote] I actually like the way it is currently done (as it favors small empires over big ones), ther

102 Replies 38,573 Views