player1_fanatic

player1_fanatic

Joined Member # 2487161
28 Posts 228 Replies 492 Reputation

[quote who="Frogboy" reply="16" id="2777252"](facepalm) I've sent a note to the particular developers and QA. I'm going to have to put a hold on any further data-based tweaking until v1.1 since obviously we're not doing a very competent job of testing our data tweaks. [/quote] Data tweaks alone are mostly harmless, IMO. It's code changes that don't maintain compatibility with old data that are problem. Like for example when num_shards field out of blue became real n

40 Replies 16,450 Views

[quote who="Capn Darwin" reply="16" id="2777254"]Glad you could may them go. I was up until 3am trying various things and just through in the towel. [/quote] Come to think of it, anyone tried using old format for bows (just Value)? Maybe then they'll work correctly?

67 Replies 41,844 Views

[quote who="econundrum1" reply="174" id="2777089"]By the way has anone else noticed a bug with mounted unit portraits?[/quote] I've noticed it with 1.07 too. Pretty sure there were ok before, with 1.06.

245 Replies 840,434 Views

The big issue with "fixed" teleport is poor mana regeneration. With old teleport, if you already used your mana, you need 5 turns to be able to teleport again. With new, that's 15 turns. For that time, you could have already moved your army on foot to destination. Pretty big nerf, considering that teleport only works when cast by army leader, so you can't shuffle multiple casters to do teleporting, without leaving original leader behind.

245 Replies 840,434 Views

Truth to be told. Empire has some really weird ways of unlocking weapon techs. Like getting all hammers with single tech, including mace which would be outdated at that point, etc...

63 Replies 187,065 Views

I noticed that AI will never ever build city on empty patch of land that has no resources. Now, obviously, best valuable places for city are those that have resources, but there is one big ramification of having logic as this. On every map there are big patches of land that have no resources. Those will stay empty all the time, since no AI would build city there and would become magnet for monster spawning. Also, if there is a resource on the other side of empty patch,

1 Replies 4,950 Views

Anyway, I just wrapped up my 1.07 game with diplomatic victory. Have taken out 2 factions early, then became more powerful in military then anyone else. Many turns later I destroyed another faction, and got to contact with everyone. After getting all trade/tech treaties up, a few turns later everyone was "close" to me, and I could form alliance with all major factions (even though some were at war with each other). Result: "cheap" diplomatic victory Who needs w

17 Replies 14,557 Views

Or that pulling them together is only cost effective way to use magic (due to low mana regen per single person). I mean, I could cast up to 3 spells per caster in single round (combat speed above 3.0) with my army that was 5 channelers (yes 15 spells), but that's wasteful. The only reason I stick them together is so that those with highest current mana do the casting, while other rest. So they behave more like single caster with mana regen of 5. Or two casters with mana regen

9 Replies 4,684 Views

I noticed this in 1.06 and 1.07 too, when playing with mods that fixed shards damage scaling. But main difference is that then shards did simple doubling of base damage. One shard did +100% more damage, two +200%, etc... So it did made Intelligence become better over time, unlike current solution.

9 Replies 4,684 Views

nice... Anyway, I noticed in 1.07, that Ice Lord is missing one of its special abilities, due to error in name used for SelectedAbilityBonusOption tag. There may be more units with similar issue, but I haven't dug much then, since I figured 1.08 is already out. my findings in this thread: https://forums.elementalgame.com/396611 Also, you may want edit shortbow cost to be 3, inst

67 Replies 41,844 Views

When two weapons are given at same tech, or two very close techs and they do pretty much same function, one needs to be cost-effective one and other powerful-expensive one. This is something that I also found lacking in armor department. They usually unlock two armors, one stronger and one weaker, but taking stronger is just no brainer. In fact sometimes weaker armor is even weaker from strong armor from previous tech level.

63 Replies 187,065 Views

The issue with trade treaties is that bonus only depends from player power, and not the other party. If player already has good economy, getting treaties with pretty much everyone (including minor factions) will give big boost to income. In my current game (1.07), I get about 170gp/turn from buildings and whooping 150gp/turn from treaties with 6 major and 2 minor factions.

2 Replies 5,024 Views
Reply to 1.08 is up in War of Magic

Irrigration costs 1 gold to maintain and gives +25% food (which is essentially +1 for cities with 1 food resource) Merchant costs 1 food to maintain and gives 1 gold per turn. Interesting...

86 Replies 47,222 Views
Reply to 1.08 is up in War of Magic

So... we can still spam arcane research? Right? [e digicons]:grin:[/e]

86 Replies 47,222 Views
Reply to 1.08 is up in War of Magic

[quote who="TroubledWaters" reply="59" id="2775375"]So... has anyone figured out why it costs food to get money buildings? It's not like food is abundant or anything, this makes merchants an absolute no-build ever. 1 food for 1 gildar per turn is a horrible deal, I'm not sure who thought this would be a productive change. This is just bizarre.[/quote] Agreed. I already had markets at lowest priority before, due to its food consumption, and only built them if I'm pretty sur

86 Replies 47,222 Views

I explained issue in one other thread. The problem is that spell reduces base attack of unit, while on the other hand, when penalty is calculated it takes total attack of unit in consideration. So unit with lots of strength has big total attack, but not so great base attack. When base attack attack is smaller then half of total attack (which is pretty much with every unit with strenght over 20) you'll get negative value. Similar issue exist, if confusion is used agains

2 Replies 4,267 Views

I would like it to stay as it is, with UI tweak to make things clear. You should not be able to "cheat out" researching recruitment tech tree (thus making you safer from creature spawns), just because you have extra gold to pay expensive heroes. If you want good heroes, you need to increase monster spawn... period. P.S. In my 1.07 game, I have dozen of heroes and haven't taken a single tech in recruiting sub-tree of adventuring. All that, because I'm swi

245 Replies 840,434 Views

The biggest problem with shop costs is that a single common solider can be equipped much more cheaply then hero, and only advantage hero has in combat against common soldier is bigger health and slightly higher attack/damage due to stats. Not to mention that hero health advantage stops being advantage after soldiers are grouped in parties of 3-4, increasing their survivability dramatically. Or if they gain level or two (soliders gain 3hp per level, 4.5hp if experienced, 6hp if veteran

7 Replies 3,404 Views

[quote who="dragoaskani" reply="5" id="2774994"]Remember if you are using a 1.07 save game the default behavior is to use the old 1.07 xml thats tied to the save game. Start a new 1.08 game and see what happens then.[/quote] When we are at this: Could it be that real reason why old or modded games are affected with misses, is due to change how shard numbers work. Previously, num_shards stat gave value of 1 with 0 shards (2 with 1 shard, etc...) and it was multiplied by base dama

10 Replies 9,787 Views

But why would mod make issue? All XML data is preloaded during game creation, and stored in saved game. You can't get rid of mod you started game with. Or of patch 1.07 values, if playing old game with 1.08.

245 Replies 840,434 Views