Edwin99

Edwin99

Joined Member # 2555206
91 Posts 412 Replies 14,003 Reputation

[quote]Since population and what improvements you build have a great deal to do with how “powerful” the city is, there is a natural inclination to have fewer, powerful cities. The world has a limited population to attract and so the more cities you have, the more spread out your population gets. This is a tough thing for the AI because normally, having a ton of cities is always a good thing. Here, it is an “interesting choice” that depends on your overall strategy.[/qu

44 Replies 104,269 Views

I would like to see an XML option to specify the area of effect for a spell to be; a. Targeted Unit b. Radius of a tile c. All units; enemy and friendly d. All enemy units e. All friendly units f. All tiles of a specified type (Forest, Rock, etc.) g. A portion of all tiles of a specified type (i.e. 25% of Forest tiles)

3 Replies 2,660 Views

I would like an XML option to have the casting of a spell cost the caster a point in a specified stat, in addition to mana. Examples: Summon Greater Fire Elemental - Caster permanently loses 1 point of constitution Animate Undead Army - Caster permanently loses 1 point of charisma as the spell tightens the skin of the caster.

1 Replies 2,206 Views

I would like an option in the XML code to specify an optional intelligence requirement for a spell. With this a modder could create a spell(s) that could only be researched and cast by those of a specified intelligence level.

0 Replies 1,595 Views

I would like an XML option to scale spell effect and duration by shards, intelligence stat or caster level. Example: Arcane Arrow does damage equal to 50% of caster's Intelligence (i.e. a caster with Intel 20 does 10 points of damage) Arcane Arrow does 4+(+4 points per air shard) (i.e. a caster than controls 1 air shard does 8 points of damage) Arcane Arrow does 4 points of damage per caster level (i.e. a 5th level caster does 20 p

1 Replies 2,292 Views

I would like to see an option for spell effects that are linked to the terrain: Spell: Enchanted Forest (Nature - Expert Spell Book, Tactical) All Friendly Units in Forest Terrain gain +10 dodge bonus from tree branches that move to shield friendly units from attack. Spell: Quicksand (Earth, Tactical) All enemy units in desert terrain tiles have their movement reduced by 1 for 1 turn per Earth shard.

1 Replies 2,372 Views

Spell: Mirage Domain: Air Level: 1 Mirage conceals information on what spells a caster is planning to cast for 1 turn per caster level. Example: If a 2nd level caster casts Mirage for 2 turns his opponent will not know what spell he is casting until it is cast. Mirage is dispelled if the caster takes damage or moves.

0 Replies 1,713 Views

Intelligence affects your ability to learn certain spells Intelliegence affects the power of certain spells Intelligence affects your ability to read certain magical books or open specific crafted items 1. Intelligence affects your ability to learn certain spells. Example: You discover a tome of spiders - only those of a specified Intelligence can decipher its writings to learn Summon Spiders (Int 8+) and Summon Demonic Spider (Int

0 Replies 1,604 Views

Wish - Expert Spell Book of Necromancy Requires: Only Empire Casters with proficiency in Death Magic can learn Necromancy Spells. Spells: Animate Zombies (universal) slow moving, vulnerable to slashing weapons, resistant to pierceing & bludgeoning weapons Animate Skeletons (universal) - vulnerable to bashing weapons, resistant to piercing & slashing weapons Animate Greater Zombie (univeral) - Stronger zombie Animate Gre

8 Replies 5,661 Views

Wish: I want to see an Expert Spell Book of Nature that allows the caster to summon forth the animals of the forest to aid him. Level 1 - Summon Rat Horde - to immobilize the target unit. Level 1- Bee Swarm - Defending unit makes a morale check Level 2 - Summon Bear Level 3 - Summon Wolf Pack - attacked by a pack of wolves Level 4 - Summon Giant Eagle - Flies over opponents to attack target unit. Can only be attacked b

8 Replies 5,661 Views

Wish - I want to see a quest reward the adventurer (human or AI) with a unique spell book. Spider Themed Spell Book - An elaboration of the idea suggested by Vordrak - Discovered by Quest - 2 to 5 spells per level Primary Focus: Tactical Spells 19 Spells - 15 tactical, 2 city enchantment, 1 Enchantment, 1 Strategic "In ages past there was a titan that was the master of giant spiders. It is s

8 Replies 5,661 Views

Wish - Book of Enchantment A list of suggested spells for an Expert: Enchantment Spell Book. This expert spell book has no strategic spells, no summoning spells and no direct damage spells. All the magic in this book is focused on mental control. Primary Focus: Tactical Spells: Tactical (13), Enchantment (1) Level 1 - Apprentice Confuse (Tactical) - Target unit suffers a penalty to initiative unless it resists Enthra

8 Replies 5,661 Views

Wish - I would like to see more tactical spells. This will help to make each combat different. If there is only one tactical spell per level you know what the enemy is going to cast. With more spells combat becomes less predictable. Fire Magic Wish List Level 1 NEW: Protection vs Fire (tactical) - Targeted unit receives +10 bonus to fire resistance Level 2 NEW: Heat Metal (tactical) - Reduce Armor C

8 Replies 5,661 Views

Some champions can only be recruited by those of high charisma Charisma affects the loyalty of your champions Charisma affects the maximum number of champions that you can recruit Charisma affects your ability to rally a paniced unit in tactical combat Charisam affects your chance to secure a diplomatic agreement Charisma can trigger/affect quests. 1. Some champions can only be recruited by those of high charisma

4 Replies 3,776 Views

I would like to see more tactical spells for each spell book along with a selection of Expert Spell Books such as Nature, Enchantment and Necromancy. Too often in WOM I was able to research all the spells = boring. A wider selection of spells would also make combat less predicatable. Suggestions for new spells for the Core Spell Books Example: Fire - https://forums.elementalgame.com/410931</

322 Replies 1,018,573 Views

I would like to hear Frogboy's thoughts on how the AI will decide to give priority to targeting; Closest units or Sovereign or Most Powerful Units first or Weakest Units first or Ranged attack units Will all sovereigns will have the same attack priorities and use the same AI rountines? Will all sovereigns focus on defensive casting? Hopefully not. Example, where the Trog Sovereign is off

119 Replies 325,826 Views

[quote who="Vaul_Darkhour" reply="69" id="3006042"] I remember playing MoM and thinking tactical battles were very cool to start with.. until i just wanted to skip them in the late game because of the repetitive nature of the battles and how long they would possibly take.. [/quote] From my perspective, the key is to make tactical battles less repetitive - to have your opponent continually surprise you - that's not easy to do if all the opponent's have

119 Replies 325,826 Views

[quote who="Frogboy" reply="63" id="3005873"]But there's also some meat and potatoes here that are easy to overlook because we take them for granted. How about the AI just freaking healing a hurt unit? Or slowing down a charging unit? [/quote] Or how about AI units targeting the powerful spell casting sovereign, while ignoring the wimpy spearmen that accompany him. Or if the AI has ranged attacks and the enemy does not then ho

119 Replies 325,826 Views

In D&D I you have the option to attempt an interruption of a spell caster's concentration by attacking him before he could cast the spell. If he was hit he could cast the spell with a successful concentration check. If he failed the check the spell was not cast or mis-fired.

119 Replies 325,826 Views

Great news, looking forward to your further posts on this subjects. I wonder if a modder will be able to create different tactical AI's for different fractions to reflect an AI sovereign's tactical bent - i.e. some might be cautious, others might be methodical and some might just charge in while some AIs might be sneaky and others forthright. Mmm, perhaps link the AI used to the Sovereign's Intelligence (and/or level; battle experience)? A higher intelligence (and/

119 Replies 325,826 Views

I never had a problem beating the AI. My strategy? I level up my sovereign putting all points into Intel. In combat I use Spell Blast (33% Intel Damage Area Effect Spell), Arcane Arrow (50% Intel damage) and Touch of Entrophy (30 points of damage) to decimate AI forces while my forces pull back for a turn or two. My army usually consists of 2 archer units and 3 infantry units.

31 Replies 25,557 Views

I understand; however, 1.4 still sounds like a great improvement given the other updates you have made. In FE perhaps the AI will be more open to modding. In another game, the research, production, diplomacy and combat priorities were moddable. Essentially, it stored the AI routines as text files that the player could mod. You could have a variety of AI routines for each AI player with the software deciding which linked rountines to use based on a ra

141 Replies 86,899 Views

Wow. New tactics may be called for since; Max Army Size reduced from 12 to 6 units. Teleport now costs 250 Mana. AI smarter about targeting units in battle. (Will it target my Sovereign now?) Guardians are much more powerful. Bug fixed that prevented AI from learning higher level spells. (Will it cast Spell Blast, Touch of Entrophy and Spell I

141 Replies 86,899 Views

Ah, finally news on the Elemental RPG. I wonder if it will include Turn based tactical combat - aka as in the game Temple of Elemental Evil (me go, you go initiative based combat where units alternate movement based on initiative) Player actions or inactions that can dramatically change the world around them Time based quests Example: You learn of an attack on a keep. If you reach the keep in time you can

15 Replies 39,969 Views

[quote who="Frogboy" reply="1" id="2998950"]I'm improving the way the AI makes use of spells which, as you can imagine, is tricky because it's very subjective. The AI was mostly just using arcane arrow for instance because it's cheap and usually works. The AI wasn't valuing the importance of killing players quickly (just efficiently) thus would end up getting creamed in tactical. [/quote] As a human player I can roll over the AI with just 3 spells

26 Replies 21,234 Views