Is there any way to set it so that you can select a 'chassis' in the unit selector? So you could select a skeleton instead of your regular race and instead of a person it would cost one mana or something and you would have different base stats.
Sarudak
The problem is they don't allow for multiturn casting so you have to have all that mana available at once which considering the current system of levelling is a feat for your channeler although often ridiculously easy for your children.
[quote who="StarReaper" reply="14" id="2754611"]Player 1: Hey I got a fetlie ground, what did you get? Player 2: Gold mine, earth shard, oasis, old growth forests, and two lost temples, no fetile ground though. Player 1: My network cable fell out of the back of my computer, we are going to have to restart.[/quote] Oh oh... Stop please... I almost fell off my chair laughing...
It would be 1.08 anyway... :P
[quote who="Murteas" reply="8" id="2754588"] Pillager #1 (with bandages covering his arms and face)" Yeah, we really messed up at that last place. We started burning the city and then starting looting. Just didn't worki as well" Pillager #2 "Good thing we found that book in the lost library 'How to Pillage the civilized way', now we know how to do it." [/quote] Indeed! Some of the things you have to research in this game are kinda
[quote who="PyroMancer2k" reply="124" id="2754591"] quoting post + Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll). Can you also change the UI to represent this? Instead of having say a 24 for for ATK on party of 4 guys it would show 6x4 or something like that. Or maybe on the Info card the Sword icon in front of Attack would have a tiny 4 under it. Also in case it hasn't
I am having trouble with this too... Even after I research the required technology
[quote who="BoogieBac" reply="77" id="2752311"] - tweaked calculation of unit group battle stats (shouldn't be as powerful) [/quote] Can we get some details on what tweaking is being done exactly??
[quote who="Gnilbert" reply="11" id="2751354"] Personally, I don't like "hard counters" in games, so I probably wouldn't choose the "immunity" part - the reality of a situation is often a lot less interesting (to me) than a game abstraction. In "reality," the appearance of a stone giant would pretty much be game over if all I have are regular troops. I much prefer things like "half damage from X" and the like. Gnilbert [/quote] I don
I *HATE* the current combat speed mechanics...
Yes please! This system would be soooooo much better than our current one! Our current one feels so bland I get bored... It feels like a chore to make units and to do tactical battles because there's just no strategy to it.
Is there any way to give command options based on the equipment a unit currently has? That would be cool.
I also hate how every 0 damage attack is represented as a miss... Twelve archers firing at a dragon at close range should never miss. Do no damage probably but not miss!
SUPER DOUBLE EXTRA SECOND THIS! Adding flavor text would help this game sooooo much!
Wow this looks cool! I'm gonna have to give this a try for sure!
This is amazing work... I can't wait to see what people do with this game...
What about the balancing of peasant squads against dragons? :P
This was intentional not an exploit or a bug. When asked on irc Brad said he hated ring limits.
[quote who="Sushikawa" reply="9" id="2738899"] Nah dude, its a good concept. See we just change the title of the game to Elementary: War Of Schools and you play the role of the 6th grade class rep at an all girls school instead of a Sov.[/quote] What have you done? Now someone is going to make this mod... God help us all.
[quote who="LikeTheWhirlwind" reply="88" id="2738416"] The ATK of a squad is displayed as (individual ATK * NumberOfTroops) but thats not how it gets used in the damage roll. Each troop does a roll from 0 - (ATK/NumberOfTroops). This is another area where our UI doesn't communicate to the player very well.[/quote] Well this is good to know... I was wondering about this because of how hard a time my archers were having against hard targets. B
AOE spell need to hit soldiers in a squad individually. Changing how squad works has to be done and soon before this ridiculous mechanic becomes too ingrained. Everything in the game right now is having to be balanced around the ridiculous capacities of a few peasants trained together as a group. The reason high level creatures have such high attack and defense is so they cna face up against groups of soldiers. This is a big part of what makes magic feel so underpowered and what makes compari
I would really like a wide variety of training options. Such as being able to train a units basic stats. And then add special abilities but have what special abilities are possible based on the weapon/armor types the unit is using. (Or make the cost change depending) But adding too many abilities should have a multiplicative effect on training time and cost. So you can create a unit maxed out with every ability but he'll spend 200 turns in training and cost you 4000 gildar and he'll lose to t
[quote who="impinc" reply="3" id="2734107"]Ok, I realize English isn't everyone's first language, but this has been bothering me. They are FACTIONS....they are NOT fractions. They are not numbers! 1/4...2/19....69/145....THOSE are fractions...[/quote] THANK YOU
We already have life and death... They just don't act anything like what you'd expect for life and death... In fact they're virtually the same just with different names... :P
I'm disappointed with the state at release but overall I think this game has alot of potential. It needs time to mature I guess. And I think a little more time pre release would have been alot better. Given that time I think it could be a classic game that I play for years to come. Sadly there was no option for that.