[quote]Quoting TheProgress, reply 6 Is there anyway to have the fireshield effect remain active once cast? not as far as i know [/quote] Have you tried to check the "emitter is indefinite" in the colors panel of the emitter ? It seems to create a loop of the emitter, but I'm not sure that it will remain forever after the spell has been cast.
vieuxchat
[quote who="Gnilbert" reply="2" id="2740671"]Wow. You're my hero. That's probably the most well executed, constructive post I've ever read on a game forum post-launch. Karma for you. Gnilbert[/quote] +1 And [e digicons]k1[/e] for the OP.
I've just changed one file, so that water looks like water. If you want it, just download the file, unzip it in Elemental\Mods (it should create a "\gfx" directory and only one file in it, the file that replace Map_Parchment_Tile_Water.png) Enjoy ! The link : http://dl.dropbox.com/u/5010946/Elemental/MapParchmentTileWater.zip
[quote who="LikeTheWhirlwind" reply="10" id="2732312"]Thank you for the feedback Shryke. We definitely understand where you're coming from, and normalizing magic damage across the board is high on our list of things to do. In the coming weeks we're going to be looking at separating the hit roll (enemy has a chance to resist) and the damage roll for spells and giving spells a damage range instead of simply a 0 - max damage roll. We realize it
One more thing : attack and defense should be simultaneous, only a "first strike" ability should let the attacker attack before the defender.
[quote who="Werewindlefr" reply="60" id="2740305"] Quoting vieuxchat, reply 58 Also the way stacks work : 10 units with attack 10 should lead to an attack 100, but to an attack 10D10. Probabilities aren't the same ! Stacks are too strong because of that flaw. And it's even flawed with defense : a 10 units stack with 10 in defense will get a defense of 100 where each unit in the stack should only get 10 in defense ! It's already 10D10, not 1D100, according to f
[quote]Magic System Numbers (currently rolling 0-x, meaning high level spells missing)[/quote] Do you mean only for spells ? The way attack/defense works must be changed. Get rid of that damn uniform probability's law. "To hit" and "damage" being tied isn't a good idea WHEN attack and defense are both rolled AND rolled with a very high variance. In MoM each attack point was a 30% chance to do damage, so with 10 in attack you would generally do around 3 points of damage. Same for defen
[quote who="Lavitage" reply="76" id="2736237"]For the record, I really like how this current system doesn't use to-hit rolls except in very special cases where something can rig up a dodge modifier, since that fantasy game trope can add just as much frustrating randomness as the huge rolls we have right now.[/quote] Problem is you can't roughly estimate how much damage you will do, or damage you will avoid. The variance is too huge, you can't say "I'll do about 4 damage". Like
I'd like to mod tactical battles to try some ideas (like rolling three dice each time a die is rolled, and keep the middle result, in order to avoid the uniform probability law), but didn't find the scripts that drive the tactical battles. Has anyone an idea about what files are involved ?
[quote who="astrath" reply="9" id="2733576"]Looks like Froggy has an exploit to close when he gets back. I mean 'close' by making the AIs realise what you are doing and ganging up on the bad guy.[/quote] The real flaw is the battle system.
[quote]The fact that def 30 unit makes only one dice roll doesn't help either. Master of Magic system with a 30% default chance per point of attack/defence was much better, and individual/stack balance worked just fine.[/quote] But MoM had a different way to handle "to hit" and "damage". You could get monsters with a hit to hit, and low damage. In Elemental, you can't. the variance in results is huge.
[quote]I agree, with additional stats we can definitely come up with a more accurate system. However, at the same time I think SD would be more willing to try and adapt the current system rather than rewriting it again with more stats, so at least my discussion is geared towards trying to make the current stats work in a manner that makes sense.[/quote] One easy thing they could do is roll 3 dice like now, and only keep the middle one. That woudl get rid of the uniform probability la
[quote who="Annatar11" reply="13" id="2730605"]There are two ways I can think of to do a squad's defense roll vs an attack. Both get pretty complex, though... Method 1 1) Roll damage dealt. 2) Split damage among entire squad (damage/x, where x is number of units in the stack). 3) Roll each unit's defense based on damage directed to that unit. For example, Dragon breathes fire for 200 damage to a stack of 8 units. 200/8 means 25 damage is directed tow
I strongly agree with points 1 to 5. It's so easy to kill when you have a high enough attack that it's not fun to play the tactical battles : magic is almost useless when attack drives everything. Other flaw you didn't mention : when you have a resistance you always roll the max. That's really unfair, because there's too much situations where attack is totally negated. If each strike you land (even if it doesn't do any damage) would fatigue the unit (reducing attack and defense) then
[quote who="Wintersong" reply="18" id="2710421"] Quoting Folcik009, reply 15an interesting loading screenI want a minigame. Even if it's Elemental Pong.[/quote] +1000 Waiting isn't an issue if I have something to do.
[quote who="Annatar11" reply="3" id="2708854"] Quoting vieuxchat, reply 2I use Visual studio express (c#), you can easily create xsc and then it saves you a lot of typing thanks to intellisense (maybe notepad has one, but I didn't find how to enable it) Intellisense is a lot of time saver. Indeed. Express is free as well.[/quote] Yep, I'm no prgrammer, so I don't need a professionnal programming tool. C# express is more than enough for what I'm creating.
What programming langage do you use ?
I use Visual studio express (c#), you can easily create xsc and then it saves you a lot of typing thanks to intellisense (maybe notepad has one, but I didn't find how to enable it) Intellisense is a lot of time saver.
Elemental has stopped crashing on me since beta 2C or D (don't remember well). And devs are well ahead of our beta. But if I was in place of nasebe I would continue, because there may be a problem with its computer (maybe that nasty ATI problem devs talked about)
Bonuses to ganging up against one guy ? We are talking here to use penalties ! In real fight it's extremly hard to attack a target with several ones (when there's weapons) because there's a high chance to wound your friends. Only good warriors can coordinate their attacks. And when you're facing one unit (like X attacking B ) then you show yourflank to others (like A in your diagram). So if you gagn up (X --> B ) A would get a huge bonus for attacking X (because X is doing
I too have stopped playing to enjoy the game at start. But I'm still learning how to use the map editor and tile editor, even if some serious things are missing (exact properties instead with sliders, being able to change position of pieces with mouse, being able to select multiple pieces, being able to "link" pieces to let the game think it's only one piece, etc.)
[quote]Unfortunately, that'd only encourage focus fire - sure the wounded unit is doing half as much damage, discouraging you from wanting to finish him off, but his defenses are half as much too, encouraging you to finish him off since you can do more damage to him than to a full health/defense unit .. it more or less cancels out, depending on the numbers.[/quote] And that would be a bad choice. Because you would then be facing a unit at full sterngth. In this system it's better to f
What band is this ? It's awesome. Reminds me thatthe first metal band I ever heard was Therion with the Theli album.
[quote who="rwemack" reply="11" id="2707014"]Regarding reducing damage output based on HP: I think this could be an interesting mechanic. The downside that I see is that combat will go on for longer. Another way to look at it, is that the first 1/2 of HP would be lost much quicker than the second half. For example, two fighters are slugging it out: As they hit each other, the amount of damage they output will drop. So, it will take lon