nitey47

nitey47

Joined Member # 2592424
13 Posts 47 Replies 9,220 Reputation

Sorry, back with some further thoughts about Diplomacy, in particular using Diplomantic Influence. I always liked this idea in WoM, but it mainly is used as a balancer in that game rather than it's own separate game force. In FE, I see potential for this to be used in many more ways. Since FE introduces the game mechanic of Unrest because of the taxation addition perhaps we can use DI to counter the effect in your own country? How about using DI to effect taxa

81 Replies 153,522 Views

I happen to agree with Omnaxi that raising/lowering land should take a number of turns so that you can't immediately change the terrain without the ability to counterspell it. I suggest 3 turns (the current turn and two additional turns) to change terrain and if this happens in your territory you get a message indicating that a foreign spell is active in your territory so that you can counter it. To Sir-Linque: I don't know about others, but I use this tactic a lot to secure b

81 Replies 153,522 Views

Derek, I'm encouraged by the designs, but I think you need to go farther to really incorporate them into the world. Wandering monsters are nice enough, but in most fantasy books, unique monsters have a reason for being in the area that they are in and usually affect the area in some noticable way that encourages the populace to band together and kill them. Example: Monster A sets up a lair in the area, the nearby terrain changes (spiders create webs which hamper moveme

81 Replies 259,120 Views

It's not just the sovereigns, it's also their recruited heroes as well. By mid game, most of the AI's that are increasing in power rankings have thousands of gildar, but their sovereign and heroes have only their starting equipment. And I suspect the non-stat level up applies to the heroes as well. Additionally, I don't think I've ever saw a recruited hero from the AI that used spells (thus no Imbue hero) or have any Enchantments cast upon them (same goes for the Sovereigns).

13 Replies 58,187 Views

Posted my debug.err file here: http://pastebin.com/xsZqNqpB After looking at the file, it appears that there is still some fix'n to do.

2 Replies 1,971 Views

>> Maybe this should be in the beginners FAQ under General? I think you might find that there are a lot of changes that were implemented through various beta stages that veteran gamers haven't taken the time to figure out. Like many here, I feel that a good GUI should be self-explanatory and the fact that others find aspects of the GUI confusing and unwieldy should make SD re-think there use. I appreciate your help, but I think it's clear that the stat

9 Replies 34,239 Views

I think this is a good idea (i.e. tracking the AI by seasons), however, you need to break down what the AI is doing more to give Brad a better feel of what the AI IS doing as much as what it's not.

5 Replies 8,928 Views

Actually, I would like to see the Icons on the left side removed and replaced by a dropdown or popout list that would show either cities or heroes (all of them). The icons are clutter and quite frankly I find myself constantly referring to the Ledger that you have to get to by clicking on the Reports icon and then the Ledger Icon. As cities grow or armies get larger, the small squares take up too much of the screen and are distracting. A Icon representation is just NOT a good method for

9 Replies 34,239 Views

Adventure suggestion As you research Adventure technologies, the different quests/locations should be harder to obtain. I can see level 0 stuff just lying around, but by the time you get to level 3 quests/locations these should be protected by magical creatures. As it currently stands I can still walk around an find pouches of gold with 200 or more gildar just lying around for the taking IF I’ve researched high enough. These treasures should all be guarded. J

0 Replies 2,158 Views

Diplomacy Suggestion Trading resources We should be able to make deals like in Civilization where we can trade some number of a item for another number of items per turn to last for 20 turns. So I could trade some crystals to Umber for some food to help me over a food shortfall. Horses/Wargs/Food/Metal/Crystal/Material/Gold should all be able to be traded in this manner. Diplomatic Capital Do away with DC being

0 Replies 2,426 Views

AI update from playing with the 1.19 beta. Game and computer AI on Challenging. Noted AI improvements: I noticed that the AI was creating better units. I often saw the kingdom realms using units with 17 attack (War Staff) and a defense of 4 (Padded armor). Unfortunately, that was the highest unit that they created even though they had researched Warfare through Conquest 6. The AI doesn't use Imbue Hero, Arcane Weapon, Stone Skin, Regenerate or Heal on either their Hero

80 Replies 280,539 Views

I'm having this issue as well. The game played fine for roughly 150 turns, now it's about every 3 turns I hit the Out of Memory error. Also BUG: Cast Arcane Weapon on a stack of units. You get the dialog screen for every unit until the last (which is the way it should work), however, that last Arcane Weapon spell goes on the highest unit in the stack instead. I can put a seemingly unlimited amount of spells on a unit in this case.

22 Replies 8,324 Views

I'd like to add a couple of minor tweaks as well. Maybe some of the developers will read them. 1. On your 1st turn after creating a new game, I would like a button that allows you to re-seed the map and give you a different starting position without having to quit the current game, go through all the setup screens and then re-generate the world. I often play on high levels and want a good starting position before I start the game. 2. When you set a game to another level, say C

4 Replies 5,250 Views

How to fix Champions in v1.1 At least in my opinion. This opinion is based upon playing numerous games both release and beta up until this point. First. Champions MUST get experience on a turn by turn basis. Combat experience simply is added to this. There are several reasons for this. The primary reason is that currently the AI doesn't get their champions any experience at all and when you engage in a battle with them they are always at 1st level. This

16 Replies 108,149 Views

I would like to see a lot of diplomatic improvement in the game along with some additional technologies that involve espionage. Some ideas for new Diplomatic options: Allow boarder trespass for 5 turns. This allows you to enter into a rivals territory to complete a quest or plunder a goodie location or to pass through to get to the other side of the territory. This is not a open boarders access, you just get temporary access. Allow Open b

79 Replies 186,547 Views

>> One of the things I noticed when I was playing was that after awhile, the monsters become simply fodder for experience and gold. The low level ones just don’t keep up. So I made it so that intelligent monsters (like bandits) will tend to tame/combine up with other monsters into bigger and bigger groups as the game goes on (basically as they find each other). This is a good idea, but one that should be expounded upon. Not only should small groups cons

35 Replies 89,049 Views

Glad to see that there is at least one guy here older than me. I'm 59 and I'm happy to say tell all you youngsters that those gaming desires just never go away. I also started playing games with AH and others. My favorite game was War in the Pacific, a game that had two 5'x5' maps and perhaps 2500 various counters for ships, air units and land units. Incrediable game. I still have a 60's copy of Blitzkrieg up in my attic. My first computer was a 1970 Apple

102 Replies 147,276 Views

Okay, I've been playing around attempting to make some custom magical equipment. In the process I wanted a quick reference to all the current special abilities that are available in the game. These are listed in 3 files (SovereignTalents.xml. CoreSpecialAbilites.xml and CoreSpell_abilities_Tactical.xml), at least I think there are only 3 at the moment. These abilities can be given to any creatures, npcs, created units or sovereign's in the game. Attaching them to a weapon, armor or it

7 Replies 36,513 Views

[quote]You can mod the .xml files to drastically lower the prices of the shops, check this thread here [/quote] Hi mp8481! Yes, you can do that, in fact, if you look closely at that thread, I was the one that pointed out how to do it (I told the op how to go about doing what he wanted by using the increasing starting money example). In fact, I'm in the process of playing around with those numbers even while I'm posting this, but the point of my original post was that Champions

65 Replies 43,520 Views

One of the ideas I like most about Champions that I've seen mentioned in the forum is to have a skill tree available when they level. Allowing a leveling Champion skills in combat, damage resistance, attack damage, army leadership, magical skill or even 'specialist' skills would be a great way to make Champions unique and increasingly useful. I've also seen mention that when Champions increase in level, their hit points automatically go up by a fixed amount in addition to the point or points

65 Replies 43,520 Views

[quote who="Gnasche" reply="12" id="2734528"]I don't know if this will be a popular suggestion, but I'm of the opinion that Champions should be the general with which you control your armies. i.e. All battles without a Champion are "auto-resolved". You have to have a champion in the fight to control tactical battles. However, that would be a feature which takes away something from the player, and those features are never very popular. [/quot

65 Replies 43,520 Views

Let's talk economy (ver 1.05). I've now played two games each of which are currently over 400 turns and I have some observations on some of things in the economy that are a bit arwy. 1. I mentioned this in this post: https://forums.elementalgame.com/392907 the shop value for common equipment for champions is way out of whack. For what it costs to outfit a champion, you can usually outfit 16 or so soldiers in similar equipmen

11 Replies 11,073 Views

The sucession idea was only thrown out there because SD mentions in the birth announcement that your child is 1st, 2nd, etc in the line of sucession for the throne but doesn't do a thing with it. Use it or lose it. As it is, it's more confusing to someone that doesn't realize that it has no value in the game. JMO.

47 Replies 122,599 Views

[quote]I agree with most of what you say except this. The whole point is that magic is very rare, and so are channellers. I don't think any NPC should be a channeller unless imbued by an AI sov.[/quote] Okay, then do something else that makes them a bit more special on the tactical battlefield, like the ability to 'heal' a unit or 'Increase' morale, or to resist fire, ice or fear. They need to be more 'special' in my opinion.

65 Replies 43,520 Views