[quote who="Tuidjy" reply="13" id="3245044"] Quoting Campaigner, reply 12Put on some goddamn armor and then it will go better! Actually, he seems to be wearing the armor of the gladiator, which is nothing short of awesome. I had it in one of my playthoughts. Here is a picture of a guy wearing it. Reduced 61%Original 926 x 611[/quote] ... and no chest armor!
Raledon
Another nice bedtime story. Thanks Brad! Also, if you want me to put another Bug/AI issues report on the forums, just say so when you are done fixing the known stuff.
Yay! A word to the modders [e digicons]:thumbsup:[/e] ! Planning to start modding after 1.0 hits for the same reason you stated- stability. A few things I noticed that bugged me: Testing wizard- a way for modders to check if their stuff works. It might be possible with custom maps, but letting the modder test it "properly" while in-game, without having to reload the game every time will be lovely. Tags being "unknown". While I could go to the li
[quote who="MiamiBigAL" reply="18" id="3233542"]I would actually recommend not playing a custom faction/sovereign as they are way too overpowered to really enjoy the game. Serious nerfing of faction/sovereign points is needed--A good system is like in Master of Magic--if you customise a sovereign you have less custom points to spend when compared to a pre-made one. I have started only playing standard sovereigns now and it is a hell of a lot more fun. I'm still easi
Bugs I noticed during my play in the 0.98 version: 1) Courage on the enemy sovereign seems to have granted him +3 +3 health (2 different lines), instead of either +6 or +3, as the case may be. 2) Opponent chance to hit is still bugged. A 43 accuracy unit (happened with a 31 accuracy archer, too) hit my 47 dodge sovereign. Enemy archers with 67 accuracy seem to hit too often (might be rng) my 30 dodge archers. 3) Balance issue- fighting NPC armies give small amount of e
Too bad they got hardcoded stuff, makes the job for us modders so much harder...
Too bad. Another question while at it: The cloak of fear spell provides: Unit CloakOfFear -1 &nb
I am starting the scratch work on my mod, and encountered a small problem: In order to make sure the changes I make works, I have to restart FE and start a new game. Is there a faster way to see if the changes I made to the code actually worked as planned? Is there a way for a custom battle to test the new spells, or you got to engage a monster? Also, back in the Elemental: WOM days, the devs said that most of the modding will be done via XML, an
Derek, a funny part in your post- As an example to bad designs, you gave us population specialization, like in Master of Orion, and maintenance cost for stairwell problem. Both of these examples are/were used in pretty popular and good games (Civs, MoM, MoOs and more), while you decided to scrap them. While the population wasn't entirely scrapped, but morphed to the city levels (Agreeing or disagreeing not for this post), maintenance is not placed correctly. Money
Just a point regarding these so called "true random maps"... As I said earlier, most of the land is impassable and empty. A 100X100 tile maps hold actually only 4000 that you can/will walk on, and they are one giant maze usually. This is a type of map, but it's really different from the normal maps. Atleast give us rough options such as found in civ.
I personally view the "rush last turn" tactic to be bad for the game. I don't believe a high-strategy game should base itself around micromanagement at that level. Especially if it's something the level that a simple mod(assuming you can do it) can just check every city and do it automatically, without thinking. In general, every thing that includes /without thinking/ should be either automated instantly, or be scrapped. In this case, a simple solution would be for rush to lea
Tried but couldn't find an expression that returns anything, such gold or mana. I almost suspect they didn't make such an expression...
Didn't check if it works, but kinda surprised it doesn't. From some expressions in the game- I'd assume you co
[quote who="seanw3" reply="33" id="3228054"]You guys are thinking in terms of other games. In FE we will be making stamps, not maps. We will make tons of stamps that are patched together to make the whole map. Sure you might make a copy of some map from MoM if you really wanted to pay homage, but the most fun will be had by adding more unique stamps. The thing we need the devs to do is make sure the starting postion stamps are fair and equal. And to make sure that resources and monsters
Made a short list (well, stole from Master of Magic. I know a great game when I play one): https://docs.google.com/presentation/d/1aEF54ssGADsqrUiKu6dTfOzILDccJg1nRE3wfOR61k8/edit Most of the spells will take the guideline of the original MoM spells: http://gormel.altervista.org/mastro_gp/MoM/English
[quote who="Heavenfall" reply="1" id="3227854"]Sounds very interesting! How are you going to treat captured cities?[/quote] If it's be possible, I'd prefer them to stay the same race. This is a small issue balance-wise, though. [quote who="Nehanski" reply="2" id="3227855"]So... you want to make Master of Magic out of Elemental?[/quote] You caught fast, sonny. That was the original plan, but some of the mechanics gets cla
[quote who="parrottmath" reply="28" id="3227965"]I assume with the map editor that we can create maps that give standardized starting locations. So wouldn't this be the option to create standardized locations?[/quote] Currently (or supposedly) the maps are randomized. You could create maps, but you will most likely be asked to also place goodies and resources and and and... and in the end, people will learn the map, so for replayability you will need to create many maps, which is
For some time now, I was considering making the following mod. I was wondering what do you guys think about it. The mod will overhaul 4 of the main systems: Magic, Cities, Techs and Races. Cities will be based a lot more on population than they currently do, making it the main resource. Population will be used in some spells, will be lost to army creation (IE- stacks of 12 instead of stacks of 3) and such, while giving bonuses when working the city. Magic spells will b
[quote who="Frogboy" reply="15" id="3227693"]I learned a lot from playing this game. I'll put up more of these if people would like. I did a lot of work on this. With regard to unfair starting conditions -I think players who use Ctrl-N should play the AI on one level beyond challenging to make it fair. Because those who hit Ctrl-N to get that good starting spot are getting a pretty huge advantage. [/quote] In 0.95, I did a game on hard and squashed the AI lik
[quote who="Frogboy" reply="10" id="3227624"] I would like to add that, if I would ever start in a position such as Kraxis, I will ctrl+n for a place not stuck in a corridor. The AI didn't pay for the game, so no Ctrl-N for them. [/quote] That's right they didn't! They are being paid to do a good job (or well, we are paying you to make an AI that does a good job). What I tried to say is, in a "perfect world", I will play against an AI
Something you should have checked is what items is he using. In my games, I noticed he wasn't very smart in that regard. Also, I just want to say that this map is fucked up, and you had a huge advantage. Kraxis had no room to grow. If he went south (which I believe he did) he had nowhere to place his first city for roughly 30 turns, with a lot of fighting at the start. Not only that, his only alternative was to head back and go north, which is usually no better than
[quote who="seanw3" reply="51" id="3227447"] Point of fact, the research for each level is 1, 2, 4, 8, 16. Of course that is not really the bonus we are looking for from city level. We want better city specialization, not better research.[/quote] So they buffed the bonus slightly in .952? Nice, but not even close to enough. [quote who="MidnightsFX" reply="55" id="3227511"]I would think, that one of the important factors here would be to make grain matter. M
[quote who="Glazunov1" reply="37" id="3227234"] Quoting CogBurn, reply 34 3/3/2 Population is useless aside from tax income, and money is never a problem after ~100 turns. Materials + Essence is all that matters. So long as population is in no way a function of production or research, grain will never be an important factor in city placement. Population also affects city size, and a city that grows gains unique city advantages
Gonna use Grain/Material/Essence: 4/2/2>5/2/1 in ALL cases. Starting with an enchantment that gives 1grain/essence means that, assuming you got nothing better, you turn the first city to 6/2/1, while trying something similar in the second city yield 6/2/0. The same goes for 3/3/2>4/3/1. 4/2/2?3/3/2 I believe that one production is always better than one grain. 3 food or 2 food+granery gets the city to level 2. Levels 3-5 in current balance are pretty mino
[quote who="Werewindlefr" reply="24" id="3226770"] Quoting Frogboy, reply 16 The counter, however, is that the Stranger's empire is brittle. If you're everywhere, you're very susceptible to a focused strike. Why is it necessarily brittle? A bigger empire means more money and resources to pay for troops, and so more troops to defend a bigger frontier. I know mathematics are only *part* of the balance, but still: from a purely arithmetic point of view