With my system for squads their defense would still be 6 though, and maybe by then you would have gotten a little better spells with say, 10 base damage and a sovereign with 20 int. With Wizards system for spells we would then have a damage of 20 against 6 defense 40Hp units. So basically a good chance of doing 10+ dmg per spell. Add a couple of shards and we're looking at 20+ damage. Sounds good to me. Tomas
Tomasp3n
No, keep the shards powerful, maybe 100% increase is a bit overpowered, but at least keep it a percentage instead of a set number. And a pretty high & at that, no miserly 5, make it at least 20%. That way shards would still matter. As for the stacking of stats, I have a different idea. Why not make them have several attacks instead. And I don't mean combat-speed increase, I mean several rolls. So if you have a squad of 4 units using broadswords, they would get 4x10 in attack. Stil
Exactly, it was never hard to understand, but you could use several viable strategies (range vs. melee, magic vs. might, speed versus power etc.). Just as it should be.
The bottom line I I think is that we don't necessarily need to have a more complex battle system, what we need is a more versatile battle system. More special attacks (i.e poison, stuns, etc.), a skill tree for heroes to make them worthwhile. Make the spells work properly with shard enhancements to make a caster sovereign a viable choice. Another thing I think would be good is to make the stacks (squads and parties) get several rolls to attack instead of stac
I suspect 0,8 counts as one, although I'm not sure. As far as I know no rolls are made to hit, on the other hand you have the obscure "dodge" on some shields, and I have no idea what that does...confusing it is.
I suspect in that case that the defender had the "right" armor against piercing damage, otherwise you should have been able to score up to 8 damage. A damage roll of 3-6 is alot pore possible thought since several different rolls can give that, so maybe you didn't get lucky enough to score higher. I would guess in the plate and helmet question that the 8+1d5 is correct, otherwise it would screw up the entire system. In regards to stack units with 30 attack, I agree it would be
You might be right that it isn't implemented yet, but since it said so in the manual I assumed it was in. Otherwise it's pretty basic, a def of 10 means you roll between 1-10 in def. So if you have 2 attack and are attacking an enemy with 10 def, you have a 5% chance to score 1 damage. (chance of him rolling a 1 equals 10%, chance of you rolling a 2 equals 50%, and that's the only rolls you will score damage on) Now if you had 20 attack, it's a whole different matter. If you r
The attack-defence is a bit more complicated and it really needs to be adressed in-game. The manual gives some hints but is also lacking a bit. You have blunt, crushing, piercing and magic attacks. Different armor gives different defense. A helmet for example gives protection against blunt damage, and always gives it's full defense against a blunt attack (meaning a helmet with 5 def would always roll a 5 against blunt attacks). If that helmet is the only armor I'm wearing, aga
Agreed, there's alot of information lacking in-game now, but give it a couple of weeks and they'll pull it together. I'd rather have a game somewhat lacking in information than be forced to wait until February which was the alternate release date... Tomas
You need to research the adventure branch of the tech-tree, the stated level is your kingdoms adventure level, not your sovereigns experience level. Tomas
The fourth one would be the master quest.
Ha. Ha. Ha. That's just evil.
I can relate to not liking digital downloads, I was the same way. Steam actually made me get over it. Well, I hope for your sake you manage to get a hold of a copy of the game somehow, if not now then maybe at a later date when buying a retail copy is affordable. I see your set on on not getting Impulse, and I agree. Everybody looses that way.
And that is when? Like, maybe in 2 seconds or so? Please???
Tactical battles! Enough said.
Zehiir, your choice, but I guarantee Impulse is as solid as Steam. I buy loads of games from Steam but when I have the option I pick Impulse instead. Partly because it's often cheaper, but mostly because Stardock is one of the best developers out there, and of course they cannot sell their games via Steam since it's a competitor to Impulse. Din förlust.
Jag gillar Steam, men Impulse är faktiskt ännu bättre, då man inte behöver köra spelet genom det om man inte önskar. Dessutom gör ju Stardock världens bästa spel och Impulse är deras egen. Skaffa Impulse, men stäng förslagsvis av autorur. Tomas
Use Impulse for DD. Since they're charging dollars you actually get it alot cheaper then you would a european retail version too! No nails left. It's 5PM here....COME ON!!!
I agree, this is the way to go. Makes much more sense! Tomas
I agree with previous posters, a solid modding community should drastically improve the sales in the long run. I bought the Civ IV complete just to be able to play FFH (which I read about in these forums, thanks for the tip guys.) I own Mount & Blade just to play the mods as well. There's probably more but those are the ones I'm playing right now. Already own TW:Medieval II though, so maybe I'll have to look in on the LOTR-mod. My guess is that PC-gaming is going towards m
Arcane lore gets my vote, it's got the right flavour and easy to distinguish from mana and research. Tomas
Pad, cheating for testing purposes isn't excactly the same as cheating when playing the actual campaign or sandbox mode. I'm sure there are some REALLY weird people who like to use cheats, but I doubt they are the ones playing these kind of games... In a game that's moddable like Elemental is, there is always the possibility to "cheat" by adding hugely overpowered units ant twaking stats, so having cheat codes in doesn't actually matter. Just don't use them. For testing
I second this. Pretty much all of it. The only problem I can think of is the same as with the spells, it might be hard to program the AI to equip its units properly. But loads more diversity in items would be great, and also some kind of limit i inventory (like the classic paperdoll with slots for different gear, and perhaps just a couple of slots representing the "backpack"). Good post. Tomas
Bet you the threat radius the AI uses is the same as the sight radius of the unit/settlement. It's been stated that the AI should be challenging WITHOUT cheating, at least on the "normal" level
I agree with all of you. The champion system needs flavour. A skill tree would give exactly that, make the level ups count, and give us a reason to sen the poor buggers into battle instead of putting them in a city.