[quote who="Derek Paxton" reply="10" id="2844747"] Quoting Werewindlefr, reply 8Is a fix to the "roaming monsters not spawning mid-game" in the work ? And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ? We don't know the cause of that. We haven't been able to reproduce here (it isn't simply that monsters don't spawn in the late game). We did have a player here that
Werewindlefr
Is a fix to the "roaming monsters not spawning mid-game" in the work ? And is the ability to cancel treaties something that will be added post-1.1, or is it still something that can slip under the lockdown ?
Yeah, emmental is pretty cheesy. Anyway, as you can see, my personnal mod (the values I've given, that are on my disk, not what's linked on the OP) kind of does that.
You need to make sure that late-game. a mace or a short sword will still be somewhat used. And there's only one way to do that: you need to shrink the range between low-end and hgh-end armor and weapons.
[quote who="Pantasd" reply="19" id="2843902"]@Frogboy you told us we get some big news last week about the expansion or something cant remebar 100% any news ? [/quote]There was one: they're hiring a mod-API-specialist dude.
[quote]I have my own ideas on where these values should be (49 Def with a +18 to Dodge looks cheesy to me, as does the 40 for LordHammers/50 for Great Scimitar). It'll take me a bit to recode the values, of course.[/quote] It's far from being the only problem. Look at 1-handed weapon values. Look at the broadsword, for instance... Can you tell me what it could be useful for ? Or the mace ? Here's my take on the values, for regular weapons at least:</
Brad, I still think the AI needs some work in the city building areas. It spams libraries like there's no tomorrow, but it should be a bit more careful about maintenance costs and building an economy; actually, it should specialize way, way more: no more libraries in cities that don't get full level-up research bonuses. Also, I'm wondering if it's sending all the caravans it can. I rarely see a town-hall or equivalent, and it's not building all the market-equivalents either. Those bui
[quote]My suggestion here is that the armor roll should be at least triple that of the damage roll tot totally block, otherwise, 1 damage is dealt per hit.[/quote] That's not a complete solution since you also complain about slightly lower tech weapons only doing 1-2 damage per hit. The problem with Elemental is the following: each tech is a real leap in power with respect to the previous one, even though you can research them right after the other. You can go
Agree about the earth shard issue (fixed that in my mod, at least a bit), but the fireball/cube is a matter of taste.
27^26 = 1.6423203268260658146231467800709e+37 days ? Derek sure is dedicated to finish this endeavor.
[quote]Perhaps this is different if you don't have the highest power rating, though I've never had a game where the AI has come close after early game (not bragging about it!). [/quote] That's because the AI is still rather stupid about what to build, where, and how to manage its economy. I don't mean to insult Frogboy or anything - I'm just saying that when I'm making 150 gildars a turn and the AI can't make 30 because of how its cities are not specialized and quite in
Okay, so not only can it steal by resources by spawning cities in my zone of control... But I can't do anything about it and kick its ass out of the place. That's sort of the last straw. Been playing this game too much lately and there's still a lot of frustration to be had. I'll come back in a month, but at least I'm reassured about the future of this game. Also: it seems that mid- and late-game spawns are still not there. Past the first spiders,
Is it me, or is there no way to cancel an alliance, research or trade treaty ?
Hi Derek, Thanks for the fixes. By the way, is it normal if an ally can pop a city in *my* influence ? Because that's totally a casus belli for me.
[quote who="tjashen" reply="5" id="2843324"] So far, I'm liking the combat a little better, but it's too early to tell. Since Werewindlefr is looking at magic, I'll continue to look at armor/weapon/monster values. [/quote]Actually, I just did that. At least for the weapons part. I'm currently testing.
Derek: CoreSpellBooks.xml: GreaterEvasion 1 CoreSpells_AIR_Tactical.xml: (etc.) Which makes the spell not appear in the spellbook. (The fact that they ha
Is this patch due for release this evening ?
I did quite a lot of debugging, so I updated the mod. Spells should work a lot better now.* *Many Janusks died to bring you that information.
[quote who="Carewolf" reply="2" id="2841583"]Assuming they are not changing equipment much before 1.1 is released (it doesn't look like it yet), then a mod like this that keeps vanilla flavor, but tries to fix the balance is very much needed. Maybe this is only an experiment, but maybe it is a good start. I will have to try it out, just as soon as they stop pushing new betas every day for me to play with.[/quote]I might look into it later, but for now it's quite pointless as they are balancin
Release v0.5: https://www.wincustomize.com/explore/elemental_war_of_magic/15/ The .zip contains 4 folders: -A folder containing major modifications to quite a few spells, adding cooldown to some, increasing overall damage, adding intelligence scaling to many, increasing the power of shards. AoEs have been reduced in damage but now scale with the number of units in a group, making them great for killi
[quote who="LightofAbraxas" reply="16" id="2841353"] 2) I'm working on an alternate (and expanded!) magic system. What is your stance on using a piece of game art as a logo for the mod? [/quote]Copycat :(. I've almost finished my first version. Derek, are there plans for more "spell visual effects", in particular visual effects that stay on a unit, tile or object (enchanted weapon effects, frozen units, etc.) ?
[quote who="Ephafn" reply="57" id="2841213"] Quoting Tempestwrath, reply 34 3) More spells scale with INT, perhaps if not direct damage for elemental spells, with tertiary effects, to keep things interesting and flavorful for the various elements. (So INT is a more useful stat, especially for the Sovereign who is evidently unaffected by INT requirements, which I find sort of silly in the first place.) My suggestion for making more spells INT-dependent would be
Kael, is the fact that children are often given "Life regeneration 2 + double damage on every strike (shows up as "daring" in floating text) " a bug and is it being looked into ? The double damage really bothers me (it's impossible to defend against). Also, what about the fact that the AI cheats when giving equipment to its children ? Thanks :) . And thanks for all the great work.
[quote who="Alstein" reply="45" id="2841096"] Simple counter- kill the mage casting it. There's also an immunity spell I believe that can be cast on your cities. [/quote]You can't do that if casting is instantaneous.
[quote who="Wintersong" reply="41" id="2841065"] Quoting Werewindlefr, reply 37No, we have something interesting: magic isn't in a closed vat anymore.No, we don't have magical ways to counter anything (anything magical I mean). It's all "I use this. Deal with the consequences.". For some things is fine and good but it shouldn't be like that for everything. [/quote]Well, give a solution to the following problem then: how should a non-caster based kingdom counter volcano ?