indeed- this could work for other things - melee combat - like a warrior with a special ability "whirl wind attack" attacks everyone around him would cost 5 action points he needs to orient him self and position properly first. or making basic attacks cost 2 action points - heavy attacks 4 (less accurate more damage) - flurry attacks (wild fast attacks that cause little damage but good against weak wounded targets. and - Block - set off action points to increase do
Redwind85
yeh i would rather have that all resourches are visible - and that techs unlock the potential to claim them and use them- like having to be able to mine you need that tech - then how about needing crystal mining to do it properly - and harvesting bees effectively - ochard plantations - etc etc
please also look into the tactical animation lag that sometimes occurs ! - the last few patches has been giving me problems! https://forums.elementalgame.com/401859 - details - savegame - debug file good to know that the ultra super wolves are gone
adding to this ! Ritual spells! - very high requirements in action points - but! more than one caster can assist on it! say a massive death bolt super ultra magic ray that even titans go "dang" over - unfortunately it requires 20 actions points to cast - so either the caster will be one touch hombre with good defences or he has two friends he has empowered to channel magic like himself - he casts the spell - and the others can then cast onto the first caster taking actio
i like the direction that spells are taking - (using up all action points) though i have a idea that will really make the system awesome! I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain to fire off in one round - depending on the (difficulty) of the spell. Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to c
I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain. Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to cast first round - spending all 3 action points - the enemy approaches - he spendts another 3 action points - the enemy moves in and attacks him - he manages to survive the attacks - he spendts the last action point casting the spell -
well buildings require population to function - properly hard for them to code that into current mechanics that if a city has no population the building ceases to function. i like the idea of this - but i have a simpler solution . Instead of the hassle of having a additional unit on the map (or even several!) allow cities to - divert - their prestige points to other locations. making people migrate to other locations requirements to this could be that the cities mus
yes but what if the 2 materials are in that city - or not in that city - the materials would have to be stored (somewhere)
high end super spell ! 2000 mana cost! - spawn one fertile land !
yesss high tier spells that wrack the world - cause major problems - solutions - yum yum
problem is that materials arent stored equally all around the cities - "logically" - but i would let that slip and endorse that storage facilities hold % of the total global stored and that can be captured. - but what if you have a storage of 1000 max on materials for instance- but you only have 2 currently - and a city is lost cuttign away 200 storage ? what then ? things could be implemented that if you take a city that has a metal mine / and the majo
Diplomacy suggestions 1. Demand percentage income of (insert commodity here) 2. Dowry for marrying daughters 3. Technology trade (in this regard a faction with a higher ranking of tech in one field (civ for instance) can assist with a major boost in points - 25% of something of needed tech requirement 4. Spell trading 5. Lets make a supprise attack - attack in # of rounds vs # faction
I am having major tactical lag problems when taking actions - bug post with savegame / debug file here https://forums.elementalgame.com/401859 this has only occured in the last few patch versions
same - i have seen very random hit points - especially on wolves. some of the enemy champions (offspring mostly) also had high redicolous health and also gear with best gear possible with surplus gear to spare
I only tried that once - 4 opponents - large map - 3 opponents where right up against me - and almost all resources on the map where located inside out zones or just outside - rest of the map was bare! - the last opponent only had his start resources and i had all the maps resourches with 5 cities total. though i havent seen this in the new v1.09s version
this has always been there this "error" - i would also prefer that if you left the combat that it would still remain - this is the same with the darkling camp where you can pick (diplomacy is more my thing) it also vanishes . Though i can think of a reason that because you disturb the "spiders" they run off and the quest cant be done any more - and of course the armor is stuck to one of the spiders ...or something
Hey there - i am having a serious problem since the last few patches - Tactical battles are incredibly laggy! but! only when i move / attack / cast spells with my own units! while the unit is performing its action the game crawls to a slow! and when it stops right back to normal speed!- when the computer enemy makes a move/action/etc nothing slows down (some of the times! - some units - perticularly bandits are slow - and when the units are fighting some of my units it also sl
when i attack a group - and finish the battle - the unit still remains on the map for a few rounds -
agreed - trading a daughter away should have a amount of coins depending on the factions power level that the daughter is leaving.
When im still in progress of equipping leather armor and getting maces for my heroes - the enemy factions ALL have heavy plate armor / and the special magical weapons - !! 2 of them! the sword of wrath and the hammer (forget name) not one or two - but ALL their champions! this makes it impiossible to combat them since you might get one / two of their daughters in a dynasty trade including the weapons and armor - but still O.o this is on normal difficulty and i
Agreed - Adding a max limit on your mana pending on how many shards you have - special buildings - and children!!! - the bigger the family line the better your mana pool increases o.o - now if you loose a child your mana is cut! - oh the horror!! i like the idea - the child idea might not work - but shards / special buildings yes!
agreed! - fortify and forget (with a warning enemy near) - and also that disband should be pushed away instead of guard/fortify
I was playing a game on 1.01q and after a while i came across a enemy hero with a WHOPPING 67 attack!!!!! - i looked at the other heroes and this occured with some other heroes but not all - they had 60+ attack power thought if that wasent bad enough - ALL of them had plate armor !!!! i had just gotten leather armor and shields!?! how is the ai able to get plate armor almost immidately in the game?!?!?! - the is litterally no way to stop them with that.
i would like more options too - so you could really specialise your city things that come to mind are Materials Metal Mana (need a shard in city) Trade (amplifies the trade routes that hit this town - to make a trade hub!) Unit Production (a city that experts on building units) Defence bonus (increased defensive structures gives bonus to defence) Food bonus (this one i would say would be very powerfull) an
The monster would tear them all to bits - their puny weapons are unable to affect this monster of monsters! looking at this with thwe peasants vs the knights - the knights would get wounded maybe - but would triumph against the peasants. if on the other hand there was a thing like overwhelming a foe knocking him to the ground then the peasants would cause major carnage vs the knights the monster would still be fine in that regard and gnash all the peasants.