ajax bomb

ajax bomb

Joined Member # 2469596
2 Posts 23 Replies 399 Reputation

[quote who="Creslin321" reply="6" id="3071967"] In addition, if you want units you have to STOP producing buildings in your cities which can set you back. But leveling champs is essentially free, you just wander around the map and fight. [/quote] This is a good point. removing the ability to train and build simultaneously has led to champs being the only real option early on... wish they would revert this and allow for more units to be

30 Replies 21,142 Views

Good post! I have recently joined the beta and i have to say i am really impressed with FE thus far. But i have to agree with every thing you said. Perhaps as a way to diversify the roles of champions whilst simultaneously minimising city spam is to require that each city has a resident champion acting as a governor. A city that does not have a governor would be unable to produce any thing and would act mearly as a settlement of sorts. This would encourage

52 Replies 131,263 Views
Reply to Enemy Champions in FE Beta

If Champions are to remain on the map, then i would rather they were an active rather than passive component. For example, each of the hereos had their own keeps of a sort and army. They would quest just as the players do, level up, get loot - in effect they would function like mini kingdoms/empires. If a player comes along and is able to recruit then, great! The hero joins the players cause but the army disperses. If the player and the hero cannot come to some

41 Replies 32,418 Views

[quote who="jpmcconnell" reply="8" id="2958973"]I stopped playing E:WoM a number of months back and haven't picked it up since. Elemental needs more than band aids and patches. It needs a complete rework which is what I'm hoping is happening with FE. The chance that I return to Elemental:War of Magic is about zero. Abandon it and move all resources onto Fallen Enchantress which might actually have some promise. I sometimes wonder if they're hanging on to E:WofM because

19 Replies 19,578 Views

[quote who="jpmcconnell" reply="12" id="2958649"]Actually, I'd say one of elemental's biggest problems is a lack of willingness to simply lift good ideas directly from other successful strategy games. Would elemental have been a worse game if it duplicated Civ terrain system when it came to city production and terrain improvement? Would elemental have been a worse game if it had simply duplicated AoWs magic system with global mana generation, character specific c

105 Replies 506,275 Views

But why do we need simultaneous damage when an initiative modifier is all that is required? It is hardly representative of a sword fight that both combatants kill each other at the same time. Normally there would be attack and counter attack, thrust and parry. If units would simply become available for actions sequentially based on their initiative rating it would solve all issues. (Well, solve this one any ways) Counter attack could then become a trait rather than the n

25 Replies 12,939 Views

[quote who="ElanaAhova" reply="6" id="2950092"]Or, eliminate the one side moves / attacks / casts with all units, and then the other side moves/attacks/casts with all units. Replace it with a turn queue in which all units of both sides move/ attack / cast in a combioned sequence that is based on each unit (of whichever side) moving according to a preset rubric (combat speed, initiative, or what ever). Units that don't move /attack /cast get a bonus for def, or a

25 Replies 12,939 Views

[quote who="Aranneas" reply="3" id="2848991"]I love how the only two inspirations for how to deal with combat issues both seem to stem from existing wargame mechanics: either D&D, a Chainmail descendant; or the Dominions system. Wouldn't creating a new system which is made for the existing setting and mechanics make more sense - and be more fun? [/quote] While this is true and all, why not go with something that is proven to work? Elemental thus far has chosen to s

4 Replies 6,114 Views

[quote]Not to border to much on pimping my own mod, but I think that the first step really should be to make the combat simply have more than 1 dimension. As it is currently, a standard unit has two choices, fight or move. Fighting itself may have various stat differences which allow the player to make a decision on which units to fight and where to move, but you are still left with only these two options. Now, this is the case only with standard units, as specialty units, like the sov, champ

4 Replies 6,114 Views

I think by introducing two new stats - fatigue and recovery, many of the combat systems issues could be mitigated. For example, Equipment that is fitted to a unit contributes to its fatigue stat. This stat is applied every time the unit performs an offensive action. Fatigue accumulates to a maximum of 100 - which represents a percentage reduction in the armour rating of the unit. Once fatigue reaches 100, the unit passes ou

4 Replies 6,114 Views

[quote who="AM_Shark" reply="19" id="2788797"]Umm....Duh..... just rework the Reveal Spell. Lets you reveal any part of the map forever. Have it give LOS for 2 turns and then FOW it afterward. 5 turn cool down. 5x5 area. Should be been like that from the start duh.... Solves all your AI not close enough to the city and AI not having to travel totally wrong ways to search. Bam! Wheres my high five? [/quote] High Five!</p

143 Replies 375,989 Views

[quote who="kobyc" reply="39" id="2787347"]how about this for the multiplayer: The turns themselves are on timer (configurable) but, there is no 'Pass' or 'End turn' button. The time flows normally... you decide what to do with your time... move or wait and plan.... So if you want to sit and stockpile resources, just wait... if you want to move, attack, conquer, cast magic, you have an allotment of time (yes, real time)... <br

53 Replies 260,616 Views

[quote who="TheBirthdayParty" reply="19" id="2782531"]guns and butter? What does that mean? [/quote] Either spend resources on the military or the economy.

93 Replies 34,114 Views

So 1.1? 1. Sov is a channeler who generates +1 mana 2. Captured shards provide +1 mana 3. Summoned creatures and imbuded champions cost 1 mana upkeep As mentioned above, these changes would required a lot more shards on the map to allow for a respectable upkeep of summons and champions. However, it is not clear if any buildings would generate mana helping to increase capacity. Perhaps consider 1. Sov is a Channeler who generates +1 mana

45 Replies 28,137 Views

[quote who="TarrasQ" reply="7" id="2776976"]I would say the weapons should have diminishing returns. maybe a simple scaling. 1 = 10g 2 = 10g + 20g = 30g 3 = 30g +30g = 60g 4 = 60g + 40g = 100g 5 = 100g + 50g = 150g 6 = 150g + 60g = 210g 7 = 210g + 70g = 280g 8 = 280g + 80g = 360g 9 = 360g + 90g = 450g 10 = 450g + 100g = 550g [/quote]

13 Replies 10,094 Views

[quote who="EviliroN" reply="8" id="2776985"]a quick suggestion, 1.08 changed the way the shop works, maybe check it out first? [/quote] Indeed it has... Any idea where to find the new values that influence shop prices?

13 Replies 10,094 Views

[quote who="Frogboy" reply="2" id="2775746"]Fixing the bug in monster loot necessitated a review of the cost of weapons and such. Our primary game play changes are actually in a separate branch that will show up in v1.1 (new UI, new spell system, etc.). But having monsters give 2000 gildar loot was game breaking and was never the intent. [/quote] Are the reductions in equipment cost significant?

44 Replies 28,394 Views

The prices in CoreArmor and the proposed changes Name (def)$old, $new Armor Human Armarian Cloth Helmet (1)20 10 Cloth Armlets (1)20 10 Cloth Greaves (1)30 10 Cloth Breastplate (3)30 30 Leather helm (2)35 20 Leather shirt (2)25 20 Leather Breast plate (4)35 40 Leather Arml

13 Replies 10,094 Views

Here is a quick sweep through CoreWeapons and the attack and cost of each item. Next to it is the new proposed cost: Weapons (att)Old$, New$ Gnarled Club (2) 40, 20 staff (3) 90, 30 war staff (4) 95, 40 war hammer &n

13 Replies 10,094 Views

What do you think would be the implications of changing the guildar values to reflect the bonus infered to these items? For example, looking through CoreArmor and CoreWeapons, the costs for various things seem a bit random. Additionally, the high costs of these items generally means that you cant easily buy then particularly in the early mid game. For example, Cloth Helmets cost 20G for 1 Def, Cloth Greaves cost 30g for 1? Why? Why not have Cost = Def x 10 <p

13 Replies 10,094 Views

Yeah, this is one of the reasons i have put the game aside for a while- everything builds up nicely then... Perhaps an alternative to the death of a sov in enemy territory would be its capture and imprisonment instead. The sov could then be ransomed for various diplomatic settlements, or kept in the dungeon to rot, but incurring various diplomatic penalties with the other nations I just think that the death of a sov should not spell the end of the civ - it shou

6 Replies 3,282 Views

I can see the Dominions 3 concept coming to the rescue here... 1) Re: Spells - Stacks of spells just waiting to 'inspire'. 2) the way that battles are handled are in many repects a perfect compromise between tactics and speed. The direct scripting of unit behaviours coupled with the real time play out of the battles means that not only are battles resolved quickly, but success is absolutely determined by the scripts the player chooses for their units.</p

127 Replies 358,193 Views