Spells in manual battles should apply the mana cost during the battle as well, not after.
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[quote]A) Quest huts. I really like the progression of quest huts, from some small Inns to Witch Huts to Wizard Towers. Of course I wish there were even more of these different kinds of quest locations (Magical Groves, Feuding camps/villages..), but the current setup is already great.[/quote] I like the progression, but there is clutter still. For example, I can often see 2 inns that offer level 1 quests. I go to one of them, get a quest and finish it. I go t
[quote]i really hate that you just cast spells for 2 turns till you are out of mana. every battle starts with MASSIVE NUKING because mages also have high combat speed and you can cast 3 spells a turn easy. there is no time limit on spell casting in fights, its just a matter of how quick you run out of mana. this also means that whichever caster gets the first turn has a huge advantage. You could bring 3 champions vs 1 and if you dont have some sort of antimagic protection or big hp
[quote]We gonna have a retaliation system, which is a good enough counter to the hit and run tactic. + This way the combat will be less realistic + less tactical as well.[/quote] It's not good enough at all. With moving after attacking, you can still kite units that have fewer movement points. Hit, run away, other unit uses all its AP to chase you, hit, run away.. ad naseum. Greatly increases the amount of time it takes to finish a battle, and is a cheap and pretty unfun tactic when y
Why? Casting a spell already costs an action point, giving it a casting time of x turns is both boring and severely unbalanced to spellcasting, since a sword doesn't take x turns to swing.
[quote]Not so sure I like that after a unit attacks (in tactical combat) it is planted still and cannot move for the rest of the turn after that.[/quote] It is so units with a high number of moves can't kite other units, and should most definitely stay this way.
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[quote]This model is more of an MMO model, and guess what most of the MMOs are not doing these days, providing updates and more content alongside the sub. Now the new claim is 15 dollars a month barely covers the servers so almost every new game throws up a cashshop alongside stripped down expansion packs. Besides, we're also talking about companies that can take over a year to fix patches on their successful games, companies that just abandon the unsuccessful ones, and companies who put devs
[quote who="LikeTheWhirlwind" reply="154" id="2687766"]Counter attacks are going into the 3C build. Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round. Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking. Please note that this doesn't affect what you can actually do during the unit's turn. They'll have al
[quote]You're not choiceless any more then you are in other cases, anyway. If I blast a unit into oblivion with magic before you can move it, then you didn't have any choices either.[/quote] This is a very poor analogy for the situation. There's a big difference between focus firing a unit and killing it, and tying it up with high defense units so it can't move/attack. Units die, but having one that you can't control for consecutive turns because it's getting its AP depleted is not fu
[quote]You're encouraged not to use all your units movement or attacks in order to leave room for counterattacks. If you're actually moving and doing things, counterattacks are a total non-factor. Your opponent meanwhile is encouraged primarily to attack things that don't have counterattacks left.[/quote] This just makes me think that everyone assumes counter-attacking will work differently. This looks at a unit's left-over action points from the previous turn to decide how many count
[quote who="Rincewind57" reply="5" id="2687669"]I think it should be reduced a few tiles too. A few times there was a resource i couldn't get to, sandwiched between my big city and a tiny opponent city fairly far away. I couldn't grow to the resource without several city levels and having to go to war to get something not even in my opponent's territory seemed more than a little silly. Btw this was for access to an old forest for materials right at the start. It then took me considerable time
[quote]Swarming + tiring out would be simulated by attacking the guy and making him retaliate each attack, until he has no Action Points left to move/attack when his turn arrives.[/quote] But it's just not fun at all. If someone does that to you, it's completely out of your control. You don't have a choice whether or not you counter-attack, so if your opponent decides to do that, there's nothing you can do and your unit is stuck. The player should always be the one to determine how hi
I had the same thing happen. Updated my Nvidia driver to the latest beta release (which got rid of some funkyness with Elemental), and that always switches my monitors around so Elemental started insisting on playing in 1400x900. Shouldn't it instead look at the active monitor it's being run on, instead of assuming it's being run on primary? Granted most people run it on their primaries, but it's nicer and avoids things like these.
I don't think I like the second half of the OP either (agreeing on not liking the first). It would work decently on small maps with short distances and few champions, but would get way too cumbersome to deal with on the biggest maps and lots of champions. If I have a bunch of armies 20 turns away, why should I have to drag them all the way back to a city to learn a new spell I just researched? And why must I do that to the 10-15 Champions I want to give the spell to? It's a very clunky system
[quote who="novagenesis" reply="131" id="2687563"]Just one thought... If retaliation costs AP, it will actually be a bad thing to counter-attack. If this mechanic is in place, I'll bring an extra dozen or two sacrificial peasants. 3-gold to wipe out an action point of a powerful opponent? I could take 1 hero and a bunch of peasants to kill anything. I'd keep attacking every turn until they are out of action poin
It really depends on what they actually do. The article isn't specific. If they push out the game, give it a patch or two, and leave it while charging a monthly fee to play MP, that's kinda bad. But if they charge the fee and in exchange provide constant new maps, weapons, new class skills (with CoD in mind), etc then it would mostly just be up to the individual players to decide if it's worth it or not, but the fee is excused by the costs of ongoing development (which is basically like MMOs)
[quote who="GoaGalneGbilski" reply="126" id="2687536"]If they add a lot of complex terrain features, even in the army spawn area, I can understand why it would be irreplaceable. They said they wanted those, I think, and if those make it into the game, placement should also be included. Otherwise, I don't see enough solid arguments as to why we would need one. [/quote] I suppose that would depend largely on how complex is complex. If it's just "bonus" tiles, then they might as wel
[quote]I think it is important to allow us to atlest set up how the Armies are positioned in TC prior to going into battle.[/quote] Why? What does it actually do that matters for Elemental?
I think that's mostly them not removing them from the city improvements list. You should never build it from there, anyway - they take up plot space whereas clicking on the resource and building from there does not.
[quote]Yep, it does say that. But if they go with some of the suggestions instead I wonder if it'll still be today?[/quote] Hard to say, but they've been in and working both Saturday and Sunday (yay for being on IRC).
[quote]So what would be the easy solution to preserve a city's "spatial presence" on the map while remedying the sprawl? Do what I did with my D&D map: scale down the size of a city. Practically, this would involve subdividing a square on which a city is built by either 1/4th's or 1/9th's.[/quote] I don't agree at all. A level 5 city that only takes up 3-4 tiles doesn't have anywhere near the feel and awesomeness factor of it taking up 10 or more. I absolutely love big sprawling c
You can transfer by dragging over the portrait of anyone in the stack, you don't have to move them out to drag over their model in the main view. Not that the "give item" system is very clear, but it is functional.