He probably believed it was the former but since Relias found his journal I would guess he believed wrong. I hope there won't be quite as many typos and errors in the finished product though. Maybe you should let me into your Alpha so I can start wordcrunching? Tomas
Tomasp3n
To me Steam has on HUGE disadvantage to Impulse. They seem to think a dollar and a euro are about the same. They aren't, I have to pay about 30% more for a Steam Game. That's just...wrong.
Agreed. HUGE clubs for the Trogs would be nice. And it doesn't sound all that complicated to incorporate, but hey, what do I know. A nice idea none the less. Tomas
Sound great. Now tell us how the battles in FE will work...are any of the features Lord Xia mentioned included? Zoc and flanking would be great, range on spells are already in WOM, but different ranges on bows would be a step forward, and maybe spears could have a range of 2 etc. Add terrain features that makes sense (archers on hills!) and we would have a REALLY interesting game combat wise... And thanks for sharing Frogboy, looking forward to future posts. Tom
YES, we do. It's first an foremost a singleplayer game, and then fair isn't fun. Why? Because we, the human, never plays fair. Lost an important battle? Reload. Someone sneaked around you and grabbed you undefended capital? Reload. If you want to play hardcore mode with no reloading then a checkbox for random events is a good idea. Or leave it on, figuring you'll be able to beat whatever the game can throw at you. That's what makes it fun.
Ross, din you even READ the post? There's nothing in there that complicates the game, it's all about balance and content and improvements to already existing mechanics. I agree that we don't want a game where you get lost in micromanagement, but if you want no management at all go play a FPS. Great OP. Tomas
Epic thread? I would say tragic. Some posts are pretty interesting though, but a bit to much anger going on. :P Danipenn, I agree with you, I do pretty much the same thing, download games to try them out, if I like them I buy them. That wasn't the case with elemental though, preordered it months ago to get into the beta. That being said though, I would guess we are exceptions. I do not think *most* people who pirate actually goes and buys the game when it's already on their co
The funny thing is they might have changed to additive bonuses so that it would be more understandable. I always thought cumulative bonuses made more sense, and when we're talking negative bonuses it's a given. I think they should change ALL the bonus going on to be cumulative (like in earlier games), and THEN try to balance it out.
1: All units 2: 1hp in ZOC, and as far as I've noticed the same in cities. 3: Besides level and recruitment base, it also affects the level of influence (ZOC) 4: None for the moment, but this is probably a bug. 5: Shards aren't working properly, that's why it's so off. 6: Wisdom actually affects casting speed, essence don't. But they should remove wisdom and only use essence to make it more consistent. 7: They have the same effect as far as I kn
As far as i know, nope.
If we start counting in consoles Disgaia 1 & 2 for the PS2 are also quite superb.
You have to set the tactical battles threshold in the options menu to 0, then you get to choose if you want to battle or not. Never really understood why you wouldn't have it zero, you can always choose auto-resolve if you want. Anyway, just set the threshold to 0. Tomas
GREAT OP. Thank you. [e digicons]k1[/e] For your hard work.
Lord Asmodeus, your post i excellent. I've actually never thought about it that way, but it makes sense. Well played. [e digicons]k1[/e] Tomas
The healing of squads is bugged. It works as long as you don't load a save game, but if you do damaged squads gets messed up. Tomas
Loving it, makes me think of the old days playing Warhammer 40k. Maybe double all armor values against ranged attacks, otherwise they would get seriously overpowered. Nice idea, I would absolutely try the mod. Tomas
Damn Gnilbert, these are some really good stuff. Just send your work over to the devs so they can implement it straight off. Tomas
I think you're over complicating. As long as defense doesn't stack it's alright to have count against magic too, because we wouldn't have insane def. I agree it isn't logical though, dex is a better choice if you want to be realistic. And again, the 10% bonus per squad member is making it harder than it has to be. A group with four units using broadswords already attack with 4d10. Which is perfectly logical. However, the defender only rolls one def roll against the comb
But there would be a little side effect. A 10 units stack vs a 1 unit stack = 10 * (1D10 vs 5) A 10 units stack vs a 10 units stack = 10 * (1D10 vs 5) It's the exact same roll ! The only advantage of a stack would then be the number of hit points. You should get an advantage to attack with more people. A simple solution : an attacker that has more units than the defender would get a bonus in attack, unless the defender has the "heroic" ability
Right now it doesn't matter if you have a single unit or not, because the rolls aren't worked out individually. Even though seperate rolls are being made for attack, they still stack them up before they compare with the defense roll. And I suppose they also make seperate defense rolls for every unit, but still stack them up before comparing to the attack value. So in effect, your enemies probably had an even better defense than a single unit with 32 defense would have. Because the final roll
[quote who="Werewindlefr" reply="6" id="2738272"] Quoting jmccrea, reply 4Try talkiing to the Spartans about defense not stacking...or even the Romans...Heck even the modern military could have stackable defense, just due to they way we communicate back and forth. Defense stacking makes perfect sense when you think of them as a group...not individuals. Thats why they are so deadly...they attack together, rather than just as individuals. Not to mention, you got my back,
jmccrea, you have a point, although i do not agree. In elemental the defense comes from armor, and armor does not get thicker just because several people wearing it huddle together. And maybe more importantly, it is kind of a game breaker, at least to me. Any way, I'll admit your reasoning is sound, I just don't agree it's the way it should be done in Elemental.
Ok, if it already is that way, then we don't even have a problem! Just make it so that every roll is compared to the defense individually exactly as you stated, AND REMOVE THE DEFENSE STACK. Problem solved. This would also go a long way towards making magic better, since we wouldn't have these super defense units. As a side note though, I would also like it to say that the attack of the unit should say 4x10 in the info, and not 40, because it's a world of differ
At the moment? FFH2, I bought Civ IV beyond the sword just to get it. And actually think it was worth it. Give it another month though, and I'm pretty sure Elemental will kick ass, it's just not quite there yet. But it will be, trust me.
I've looked through ALOT of forum posts and the only time I've seen this idea is when it's mentioned by me. I'm sorry if this already has been discussed in another thread, there are after all quite alot of them. As it is now grouping units together is WAY overpowered, making it the only viable choice for your mid-late game armies. The problem is that *every* stat stacks together. I would like to propose a solution that I think would solve the problem while still keeping groups as a go