Climber

Climber

Joined Member # 2441936
52 Posts 371 Replies 20,208 Reputation

I am happy that Frogboy does not like the current tech implementation. I don’t like it neither. Adding randomness to tech tree does NOT work for me, it is no fun and other posters have demonstrated their valid concern. If the reason to add randomness is to provide replayability, I’ll suggest the following: Core tech is available to everyone, and is researchable via the mundane acquisition of research points. The acquisition on

67 Replies 42,800 Views

[quote who="ChongLi" reply="32" id="2427544"] It adds nothing to the game other than feeling like it's necessary. This is a really salient point for me. If it's not fun, why is it necessary? Can we live without it?[/quote] I share exactly the same sentiment.

67 Replies 42,800 Views

Some minor update % Ranged damage reduced = COVER % + SPEED/5 % Chance of completely evading non-elemental magic effect = RESIST % For SOME elemental spells/effect, regardless of its spell ATT strength the victim has % Chance of evading respective elemental magic effect = Fire/Ice/Wind DEF % == My intention is allow the lowest tier buildable unit can damage most, but not all, highes

25 Replies 120,206 Views

[quote who="Demiansky" reply="64" id="2424655"] That's because in Elemental, training and such affect HP, not attack and defense. Ouch, so am I correct in assuming that this means a spearman--- having seen 1000 victorious battles and slain 1000 other spearmen--- would gain tons of hitpoints but still only have 1 attack and 1 defense unless he is upgraded with better weapons? It seems a bit counter to one's intuition to the point of being outright bizarre, even as a

120 Replies 592,238 Views

Yay! I love frogboy posts!! [e digicons]:beer:[/e] In case of the uber Channeler vs Elder Dragon, assuming both still do not use magic, the Channeler will never lose because the Dragon will take forever to deal 1000HP damage. While DEF 10 theoretically deflect all damages of ATT 10, it does not because of dice roll difference. The dragon's 100HP will be depleted soon before the Channeler, the dragon lost . I'll like to have

120 Replies 592,238 Views

[quote who="pigeonpigeon" reply="2" id="2423431"]Yeahhh this system kind of takes Demiansky's worries about the system brad briefly laid out and makes it a very, very large problem indeed. It exacerbates the 'damage ceiling' effect to the point where your some of your basic, poorly trained units won't even be able to affect some medium quality units, some of whom in turn won't be able to affect some high-quality units, and so forth. No # of low-end troops would be able to scratch even a singl

25 Replies 120,206 Views

[quote who="Wintersong" reply="35" id="2422645"] Quoting Tridus, reply 32 Btw, the Fire Mages could consume the whole oxygen around the dragon to suffocate him (he still needs to breathe, right?) as long as they managed somehow to limit his mobility (traps, terrain...) and keep the flames long enough (being 10k, that's the easy part compared to the previously mentioned one).[/quote] I believe there should be a new dragon, Greenhouse Effect dragon

120 Replies 592,238 Views

Demiansky, rgds to your bolded question in Reply37, Frogboy has already answered it in Reply#23. Frogboy's Reply#23 [quote]While the battle system in Elemental is still something to be fully fleshed out, I'm of the opinion that when a unit rolls their attack and defense that the minimum should always be say 10% of their max value. I.e. if the dragon's armor is 50 then even if he rolls a 1, he's still going to get 5 and if the max of the archer's attack is say 4, t

120 Replies 592,238 Views

[quote] How would the million archers kill the dragon? It would depend on whether they can penetrate the dragon's armor. If they can't. They can't. While the battle system in Elemental is still something to be fully fleshed out, I'm of the opinion that when a unit rolls their attack and defense that the minimum should always be say 10% of their max value. I.e. if the dragon's armor is 50 then even if he rolls a 1, he's still going to get 5 and if the max of the archer's

25 Replies 120,206 Views

[quote who="Frogboy" reply="23" id="2422305"] How would the million archers kill the dragon? It would depend on whether they can penetrate the dragon's armor. If they can't. They can't. … There are creatures in this game that will simply be unbeatable by any number of mundane peasantry armies [/quote] Frogboy , I am overjoyed! [e digicons]:rofl:[/e] I am happy that EWOM will not allow 10000 Spartan killing a tank as

120 Replies 592,238 Views

Let me suggest, giveALL equipment a " Reduced Functionality mode " Using this mechanism, gamer do not need to make any change to the "Dread Knight" design when a resource is out of stock, while the Twilight Honey Pack still takes the same amount of time to build. The pack will operated in " Reduced Functionality mode " when any resource is missing during its production. There should be N different level o

123 Replies 357,307 Views

Some background info from WIKI first: Simultaneously-executed (turn Based battle) In simultaneously-executed games ..., turns are separated into two distinct phases: decision and execution. During the decision phase each player plans and determines his units' actions. The decision phase occurs at the same time for everyone, so there

22 Replies 21,358 Views

Due to the following screenshot we received at least 6month ago, I have the impression Tactical Combat (TC) is grid-based. Q: Does any of you have a Stardock link confirming it is Realtime/Turnbased? I know some of the forumers want Realtime, some wants Turnbase TC. But EXACTLY what is the advantage one OV

24 Replies 16,164 Views

Roslolian , Reply #1 1. I have already mentioned one factors affecting Morale is "how many units (or %) has been killed in the group". 2. Size may or may not automatically increases the # of attack. Joasoze says, Reply #2 When the dragon attacks though there is an intresting question (at least it is to me). Should we calculate damage and spread out on the swordsmen (so that 100 damage would kill 3 swordsmen with 30 health each)

120 Replies 592,238 Views

This is a post inspired by the thread “ Troops : Quality v Quantity ” . In this discussion, I’ll like to see what mechanism (abstraction) should be put into the Tactical Combat (TC); and I’ll assume few things first: <img src="http://www.draginol.com/images2009/ElementalUpdatedscreenshots_DE29/Battle_lightning_Wide_thumb.jpg" alt="" width="440" heigh

120 Replies 592,238 Views

[quote who="Frogboy" reply="11" id="2417253"]I think I agree with you guys. Resource storing = bad idea. Let me talk to the team.[/quote] (Local) Resource Storing is a NEED. The question is how to make it work. I have to agree with what PigeonX2 Reply#13 have been said, so as NTJEDI's comment. In the long thread "Elemental: Internal debates made external", I had described "Pull driven economy" which happens to be similar to what Red1939's system. The P

53 Replies 178,752 Views

Pigeon, I disagree with the 1st part of your post. "SD = GO" itself is a limit of available choices, regardless if the safety net is designed & implemented well. "SD = GO" should be ONE of the ways we play EWOM. Ideally, I'll like the game win/loss on the achievement of the game goals being setup at the start of the game. Those game goals maybe defend City X for 100 turns, rescue the princess, or any worthy goals. Ideally, instead of just ha

9 Replies 30,441 Views

Larienna, your Reply #155 is one of the most insightful post I’ve seen in this thread, +1 Karma. [e digicons]k1[/e] Army Structure : I understand you meant that existing equipment is distributed to soldiers just right before they leave the city for combat, without training. I can see the beauty of simplicity here (which reduces micromanagement). SD developers talks about training the soldier with their equipment, so

208 Replies 742,948 Views

"main theme behind this post was just to point out that even mundane things can be made fun with proper UI application" I cannot help but DISAGREE with this idea. No matter how fun you made an UI, doing mundane task (with a fun UI) is NO fun when you've to repeat it 500 times. I've written something rgds to reducing micromanagement a while back. Maybe I should necro-post it, if I find it.

18 Replies 55,545 Views

Pigeon, you are starting to get what I am talking about. I am not against the TW-ish pausible RT combat, however I personally think it takes too much time because of all the marching & etc animation. Fast forward has its cons but my focus is not talking about it. Below I am talking about the same idea I've mentioned above, but try to describe it in a different way to make it clearer: Think EWOM pausible Realtime TC is similar (but different) to typical AO

208 Replies 742,948 Views