rwemack

rwemack

Joined Member # 2685625
22 Posts 88 Replies 473 Reputation

I think it is common to run into a situation where you have such a ridiculously high amount of a resource, it becomes completely irrelevant. This is because it is hard to balance how many units of that resource are generated each turn. Too little and it takes forever to do anything. Too much, and it pretty quickly becomes a vast hoard. To get around this, and to create another level of strategic depth, we need to introduce storage capacity. This can be managed

16 Replies 5,640 Views

[quote]+1 for that idea. It sounds like it would work.[/quote] I brought this up before, but it didn't seem to get any traction See: Usain Bolt sets new world record by equipping shortsword https://forums.elementalgame.com/393547 Derek, is there any chance some of these issues will be addressed in the near future?

66 Replies 132,862 Views

1. Aggressive AI settlements: In my last game, an AI swooped in and settled my two new food resources that I spawned with adventure tech. It also created a choke hold that separated my kingdom in half. This would have been a brilliant move except for two reasons. A. The AI was much weaker then me. I was happy to let it exist, but this gave me no choice but to attack and destroy it. B. It was not prepared to defend either

54 Replies 113,194 Views

They did mention that you needed to start a new game to get the fixes. I believe this is because the changes are located in the XML, which only gets read at the beginning of the game. Based on what we have seen so far, it seems like a good practice to start a new game with each update.

7 Replies 6,871 Views

Hi, As the game goes on, the number of CTDs while entering tactical combat has been increasing. Here is the error log: http://dl.dropbox.com/u/11813907/Elemental/debug.err Sorry, this is the first time using dropbox. If this link is broken, please let me know. Here is the savegame if that is helpful: http://dl.dropbox.com/u/11813

3 Replies 1,744 Views

I was wondering if there are currently hooks to write spouse resurrection quests. I was thinking of something along these lines: When a spouse dies, a quest location for a funeral appears near the capital. When the player goes to the funeral location, the procession begins. During the procedings, something happens, such as a myserious witch saying the spouse is not quite dead yet, etc. Player needs to do blah blah, and then bam, spouse is brought back t

7 Replies 33,557 Views

Shift+C on the strategic map to cycle through cities with empty building queues. Same with TAB for troops. Also, I'm psyched about the V command, I was always annoyed to click on all 12 units in my stack to get them out of the city.

14 Replies 47,193 Views

For a major overhaul, I would really like to see a We-go system put in place as described in various threads. For a minor change: 1. Lower overall attack values. Right now, combat is too deadly. It would be nice to have a few rounds of fighting, so important units have a chance to retreat when hurt. 2. Raise HP (mostly for heroes). Also, allow heroes to fall unconscious at 0 health, but not die until they reach -10 or maybe

140 Replies 327,056 Views

I'm not sure if it would be possible to mod any of these, but here goes anyway. New quest rewards: 1. A building in a city. Example, gathering the equipment necassary to help a new blacksmith get started. 2. Tech tree item. Example, finding a legendary weapon's master to train squads 3. Resources. Example, helping clear an abandoned goldmine of a monster infestation. Different quest requi

154 Replies 397,339 Views

I have a savegame file, but it was too big to put on pastebin. So, I'm not sure how to get it to you. Anyway, in this game, I found an AI town that had 31 hovels built on it. It was still level 1 and produced crystal, so I assume it is a captured minor faction. As a bonus, in this save I have all 5 forge pieces, but I can't seem to end the quest. It looks like that one was covered in another thread, so I won't go into more detail

1 Replies 1,649 Views

[quote]Mainly it takes a lot more code and work to do the simultaneous, as you have to work out all the exceptions, If 2 units move to the same square, and things like that.[/quote] I was wondering when someone was going to bring this up. Yes, there are tons of exceptions, but I think it is possible to come up with a pretty good system to minimize these. The other problem is movement. You can't just have a move command, you need a move towards a particular enemy as

23 Replies 12,207 Views

[quote]The only real problem with this that i have is it WILDLY favours stacks of 12 units. If a units attack value exceeds 4, then each attack will always do at least one damage, regardless of how much armour the defendant is wearing. Think plebs vs nights, no amount of kicking and punching is going to do damage under plate mail. Certainly not 1 per hit. [/quote] I think the assumption is still An > Dn before you do any damage. It only modifies the damage done when a h

130 Replies 3,365,335 Views

That's strange. From my understanding, you should have been hitting the bear about 25% of the time for 1 damage. He should have been hitting %50 of the time for 1 damage. You were hitting about the right amount of times; 1 out 7 isn't too out of the ordinary. Are you sure the bear's attack wasn't two? If that was the case, then these results make perfect sense, although, maybe slightly unlucky.

17 Replies 7,279 Views

[quote]attack 20, defense 20, hp 15 for hero and opponent. Attack rolls 15. Defense rolls 10. Dead... Attack rolls 6, Defense rolls 1. Dead.[/quote] Maybe I wasn't clear, the attack value is halved regarding rounding: Attack rolls 15. Defense rolls 10. Damage = (15-10 + 20/2) / 2 = 7.5 rounded up to 8. Not dead. Attack rolls 20. Defense rolls 0. Damage = (20-0 + 20/2) / 2 = 15. Dead, but barely. Attack rolls 10

130 Replies 3,365,335 Views

Ok, the anti bellcurve/guassian crowd has won me over. After running some numbers and looking over the results, I am forced retract my proposal to average multiple rolls together. The entire slider idea is bad. I am fine if they leave the system as is. I will just be putting more effort into getting HP. If they wanted to tweak it slightly so damage has less volatility...they could do something like this: Average the damage with 1/2 the att

130 Replies 3,365,335 Views

[quote]Also note that people asking for a real bell curve are absolutely not aware of the consequences. They would become shocked that a unit with an attack rating of, say 6 would not be able to scratch a defense 8 unit, and would thus vocalize strongly against the bell curve...[/quote] Can someone provide the percent chance of missing assuming a bell curve? This didn't make sense to me until I started breaking down the odds for the current system. I w

130 Replies 3,365,335 Views

[quote]a club just can't break through steel armor.[/quote] So, you are saying that we can put you in steel armor and I can club you as much as I want, and you will never get hurt? Believe me, after the tenth time I have hit you on the head, you will start to feel it. If I knock you down, you will feel it.

130 Replies 3,365,335 Views

[quote]On the one hand, it makes sense. You can stab multiple times with a dagger vs every long slow set up and swing of a great axe. A dagger granting extra attacks, makes sense. That's what the + speed boost is supposed to represent...extra attacks.[/quote] Yeah, I get that. A dagger is faster than an axe. But, is a dagger faster than a fist? I think this is why option #1 makes sense. If equipment only reduced APs, then everything would trend correctly.&nbsp

43 Replies 127,945 Views

[quote]I have an example for you of units which will have a different overland speed versus Tactical speed. This may be much more important once modding comes into play especially. These will be any units which require setup / bacing or are of a mechanical nature such as Ballista, Trebuche, Mortars, Cannons, Greek Fire Launchers or anything of that type. Basically any equipment you have to do some type of setup on and once it is in "battle configuration" no longer moves as swiftly

43 Replies 127,945 Views

[quote]simplest way (maybe?) is to have your raw shit score (1DN + X) as an "attack value" vs their (1DN + X) defense value.[/quote] The problem with this is that once your X because larger than their 1DN + X, then you are effectively immune to damage. There is no chance that you can lose. Drama and excitement are lost. Outcomes become inevitable. Can a lone knight in platemail defeat a 100 peasants? What about a thousand? </p

130 Replies 3,365,335 Views

[quote]overland speed is endurance, such as being able to run a cross country race. while combat speed is like sprinting.[/quote] Part of overland speed is endurance, for sure. That is a good point. I don't think it is the only factor. Base speed has to be an important factor as well. A snail might have the endurance to keep moving nonstop all day long, but it is not going to beat me in a footrace, (even if I was the size of a snail). &nb

43 Replies 127,945 Views

[quote]I think this would make the Dynasty system much more useful (I haven't seen much of a use for it so far). I know it kind of a reach,but imagine the death of the Sovereign and then perhaps the potential for an event that creates a fight for succession (if the heir apparent didn't have the necessary traits or something). That could be pretty immersive.[/quote] I thought this was the point of the dynasty system. I thought the idea was that the hier would take

11 Replies 5,020 Views