Is that also the cause for notables respawning on reload? Whenever I reload my game a huge amount (probably equal to the starting amount) of chests/huts/abandoned caravans get added to the map.
Ephafn
[quote who="tjashen" reply="3" id="2836024"] On the early monster spawning issue, it'd be nice if we had a few materials (5?) to start with, so we can build a defender for our first city immediately if we so choose. Waiting for the Workshop to come online, plus a few more turns for the materials leaves your city vulnerable for far too long. [/quote] Alternatively, just make the peasant cost no materials, just gold and population. This could be done by making the club c
I don't know when it started, but since a few versions, researching the technologies that give you new resource nodes seemed strange. At least since 1.09e, I don't recall having a single node be spawned inside my own territory. Often, I had the nodes spawning just outside my influence. I was wondering if this was working as intended, or a bug, but in my last game I had a Darkling resource pop up in the middle of my territory, without even having researched any Diplomacy tech (I was an
Don't the mini-arcane labs cost 1 gold per turn in maintenance? That put the arcane towers about as good as the gold mines, as they save you 5 gold per turns in maintenance, which is what the gold mine would produce (before counting any % bonuses). So an arcane tower is more or less equal to a gold mine + 5 arcane labs.
Population generates income, but that income is not affected by economic bonuses (markets/caravan/level up). I don't know if this is working as intended or if it is a bug.
[quote who="Kestral2040" reply="106" id="2822308"] we are concerned of course with all stats being important... I have also had concerns about dex specifically needing more of a boost but the only way to really get a feel for it is to play around in game with it once the other numbers are balanced. Keep in mind a dodge is 100% damage mitigation, so a character with a super high dodge will be very useful. [/quote] As I mentioned in my previous post, if all
[quote]Accuracy = 15 + (Level * 2) Dodge = Dexterity / 2[/quote] I feel these scaling would make Dexterity pretty much of a dump stat for me, and an annoying feature when fighting against dextrous enemies. Using the mechanism you mentioned, the odds of hitting (when Accuracy > Dodge) is: 1 - Dodge / 2 * Accuracy For example, for Accuracy = 15 and Dodge 5, you have 5/6 chance of hitting. Doubling Dodge to 10, and you have 4/6 chances. The survivability only incr
[quote]Well, that's better, I guess. You can tell where your influence is--but wait, why isn't that fire shard in my influence? It's only two tiles away. Oh, but it's still using the Euclidean distance formula to set the powers. Well, that's lame, and it makes it look lame too. No one is going to look at this and say, "Oh, it's calculating the Euclidean distance from the city hub." They're going to count the tiles. So I made it not check the Euclidean distance and just check ev
My first reaction at reading the news was: "Quoi?" Hopefully Derek Paxton will have enough lattitude to bring significant changes to the design of Elemental. If so, I would be confident in his abilities (proven by FFH) to make a fun game with a restrictive engine (which should be much less a problem here than it was for FFH).
[quote who="Frogboy" reply="62" id="2789523"] The unit design has definitely been a challenge because realistically, there should be 3 basic paths: 1. Melee 2. Ranged 3. Calvalry How do we make all 3 distinct and meaningful? Unit design tends to encourage users to create single glombed mega units that are expensive and largely unsupportable leaving the player to complain about "balance".[/quote] Is cavalry really a distinct path in the
[quote]each unit already has a unit stat for strategic movement. some have argued that there may be a case for slow strategic units having high tactical speeds. personally i can think of no examples for which this would be appropriate. please suggest them if you can.[/quote] While I agree with most of your post, I know of a big example of such an unit: scouts. Items like traveler cloaks and boots effects can be explained by an increased stamina, which allows scouts to move farther in
[quote]# I violated my long-standing tradition of monitoring the forums and playing the game and instead focused on working on the game directly. If I had spent more time on the forums instead of the compiler, I'd have been convinced of having a public Beta 5 and then likely would have just pushed the date back. # I played Theorycraft with the game mechanics. They looked so great on paper. [/quote] I get the feeling that these two points are the main culprits. From my limited exp
I agree that having to research the elemental (fire/water/air/earth) spellbooks would encourage specialization once you have learned which shards you started nearby. But I actually like being able to customize your character according to which spells you will get. But nothing would prevent splitting spells into other spellbook choices at character generation. For example, you could be choosing between Enchantment, Summoning (would need to be nerfed), Combat spells, etc...
[quote who="bman654" reply="6" id="2739672"]and also they need to implement a no-move-once-you-take-an-action policy to prevent the kiting cheeze you can do now.[/quote] If I remember correctly, this was how it worked in beta 4. It was quite annoying being unable to move after killing an ennemy in one attack.
Today I played the game without having access to a mouse, so I had to resort to using my laptop touchpad. And since its scrollwheel-emulating feature didn't work, I got stuck with trying to play without a scrollwheel. It was very annoying, as I could only zoom-in/out using the +/- minus buttons. But only the numpads +/- worked, not those on the digit row. Again, it was on a numpad-less laptop, so I had to fiddle with the Fn key. Yay. Furthermore, the +/- keys only work on the main map
Is it me or Verga's son has a large total of 3 HP?
Something confuse me about the auto-resolve. Wasn't it supposed to use an accurate simulation of the battle? If yes, why are melee unit actually damaging each others on turn 1? Is it because the initial turns where they only move toward each others are not shown, or is it because the auto-resolver doesn't simulate the positions of the units? The reason I am worried about that is that this would be of crucial importance to correctly auto-resolve battles with ranged units, as their rang
In the current beta, I never felt that the lost population due to recruitment was meaningful. The only times when I care about it is when I want to recruit from a freshly built town (mainly a pioneer from the initial town) and I need to wait a turn before doing so. Yes you can (slightly) slow down your city growth by recruiting too much, but even that is pretty minimal compared to the population growth due to prestige. As far as I can see, there is 3 factors that prevent recruiting fr
Well, I was able to train a boat the same way you train normal units, but I wasn't able to get the boat in the water... (If I tried to get the boat of the garrison, it got stuck in the central square of the city, unable to move.)
[quote]If this was Starcraft, you could also build lots of little units and stop the assault. In this scenario, you can only hold back your commander or somehow gate him to the city to defend it as all other units are inferior.[/quote] The problem is that often you won't have the teleport spell since you won't get much spell research done at first. So maybe that spell should be a starter spell?
[quote who="Annatar11" reply="62" id="2690673"] Quoting Peace Phoenix, reply 58For those interested, in reply #22 in the thread "how combat rating is figured" https://forums.elementalgame.com/384546/page/1/ the average value of damage from various combination of ATK and DEF I have done some calculations based on the algorithm exposed Tridus and assuming that when a number between 0 and N is rolled, all integer values from 0 to N have the same probability
I found that removing the main resource buildings (farms and mines mostly) out of the Imperium category helped a lot in making Imperium balanced toward the other categories. You are no longer forced to start every game by researching Imperium to get the most basic buildings. I would suggest doing the same thing for the Conquest category, by improving the weapons and armors selection that doesn't require any technology. Equipment that is relatively expensive (both in g
I also had a similar situation, where my unit kept hitting its target, and getting retaliated against (with no real damage being dealt). I got the battle to end by pressing the auto-resolve button.
I would personally suggest the opposite: you can still act when your action points are lower than 1 (but higher than 0), but it puts your points in the negative. So if you have a combat speed of 0.5, you can still attack, but that will leaves you at -0.5 AP. The next turn, you get 0.5 more AP, up to -0.5 + 0.5 = 0 AP, so you need to wait a turn.
By default, if all your units have moved, then the turn end. You can turn that annoying feature off in the main option menu. On top of my head, the option is named "Enable auto-turns" or something like that.