[quote]If there are any diplomatic features you guys would like, feel free to chime in.[/quote] There is one. Make "diplomatic capital" more than just a way to steal stuff from the Ai. Make the AI use the diplomatic capital you've sold it... in its own way. You could, for instance, let it buy roaming monsters. Or you could give it specific items it could buy with the capital. Anyway, give a consequence to the inconsiderate overuse of diplomatic capital, and give to the A
Werewindlefr
[quote who="CHiZZoPs" reply="38" id="2841030"] Base spell points off of intelligence somehow (int*2 or int*1.5) and then assign mana costs to spells accordingly so spells can't be spammed and more powerful strategic spells take multiple turns to cast.[/quote]That's a good idea... that's not going to appear in 1.1. So meanwhile, how do we make 1.1 playable without clearly exploitable tactics?
[quote who="Wintersong" reply="33" id="2841013"] Quoting Werewindlefr, reply 31 (for instance, by having it take several turns to cast... several turns you'd have to spend in front of the enemy city). Nothing personal, I promise, but I must say to that precise part... Meh. Give me proper magical counter measures. If the only "counter"* is to have the enemy channeler camping in front of the city and hope for me to be able to have an army that can stop him,
Owning multiple shards isn't an issue. I mean, some spells clearly require a limiting mecanisim. Imbue Champion, because it's exploitable. Teleport, because it prevents having to manage your logistics. Volcano, because destroying a city should give the opponent a (decent) chance to counter (for instance, by having it take several turns to cast... several turns you'd have to spend in front of the enemy city).
Hmmm... what about cheesy spells like teleport ? What about potent spells like volcano ? I don't like the idea of chaining volcanos, 1 per round. And the mana cost isn't a sufficient limitation.
I disagree. 50-60 mana is a big deal or nothing, depending on many factors like the number of mana resources you find. It doesn't scale well.
[quote who="Murteas" reply="21" id="2840877"] Quoting Werewindlefr, reply 20Or a make "imbue champion" a permanent choice that forever reduces mana production by 1. Simple and efficient. I support this option. Makes it a big decision. What do you suggest if that hero dies? Get the mana back or is it gone forever?[/quote] Gone forever. Just like the money spent on items for melee heroes. You want to throw touch of entropy around more often ? Be
Or a make "imbue champion" a permanent choice that forever reduces mana production by 1. Simple and efficient.
[quote]We talked about it, and cooldowns don't really change the fact that a player with Arcane Arrow, Spell Blast, and Touch of Entropy could still fire off those three spells in one round. [/quote] They would avoid, at least, the imbue/disimbue exploit. And would allow you to put potent spells that are only usable once (or twice, if the battle is long) per battle
[quote]A simple idea to act as temporary bandaid to the magic abuse problem until a better system can be implemented is to simply add cooldowns to spells to prevent spamming. Simple combat spells could have cooldown of one season so they would still be useful every turn. Stronger spells like certain OP superweapon spells could have much larger cooldowns. [/quote] That's the solution I've been advocating in the current system. That's not the only one, but I believe it's the one with th
[quote who="Delmoroth" reply="14" id="2840802"]I think the solution here is to buff sov hp and not to nerf this spell. I mean really stacks of units have hundreds of hp. We need magic that can deal with them. The issue is currently that sovs die too easily when compared to normal unit stacks. Con points need to grant dramatically more hp.[/quote]Not really. We need spells that scale with unit group size (a sort of area spell that has an area of "1 tile" :p). And we nee
Well, I'd still like to see a fix to: -The tactical battle "skipping a tile when attacking" bug. -The "slow, double damage children with weird mana and life regen'" bug, where the double damage display as "daring strike". Good thing the magic system is broken, because otherwise they'd kill me dead. And something severly limiting the amount of spellcasting that can be done, and the imbue champions exploit. Don't nerf spells, fix magic. And there's only on
Well, the issue is: -Either they nerf the spells to take into account the fact that we can cast lots of spells every round, we can imbue/desimbue at will, etc., making them feel weak and magic will be boring. Probably balanced, but boring. -Or they leave them like that. And magic is overpowered. As long as there is no limiting factor on the number of spells that can be cast each round and how many casters you can have, it's going to be this way. Several of use gave a s
Or not. You just need to bring more units, more champions, Maybe we need spells against those Save or Suck effects: Freedom of Movement, for instance, would make you immune to Slow, Pull of the Earth, and web...
The reason is actually quite simple: in the CoreUnits.xml, peasants and pioneers are given 10 constitution while other units (found in Core'RaceName'Units.xml) have 5.
Here is my issue: I notice that the equipment of the sovereigns and champions of the AI reach high-tier very quickly. He doesn't know how to use them well and the game is still exploitable enough that this is not an issue, but I have seen enemy sovereign in heavy plate early game when none of his units had more than leather. I have seen many, many swords of wrath, a late-game item that costs a lot to buy, even though the AI never looks like it's swimming in money when I check the diplomacy wi
[quote who="Alstein" reply="3" id="2840556"]All that means is casters would use three different spells per turn. Making the mainline direct damage spells only useable once per turn might be a good thing, as it would encourage the use of the elemenntal books, which need a buff. (I'd suggest letting Shards boost up spells for even the low-level elemental spells again) [/quote] Make touch of entropy usable once per 4/5 tu
[quote]3) Implement some sort of spell cool down system. For instance each caster can only use arcane arrow ever 3rd round in tactical combat (However this still doesn't solve the 1st round problem).[/quote] If you have a cooldown, each caster will only uise it once. That's not such a big deal Also, no more free Imbue Champions explouts !
Okay, it looks like all the weapons the AI fields for his champions, sovereign and children are sword of wraths (which hurt a freaking lot). I wouldn't mind the overpower-ness of those swords if I saw one, maybe two, every game. But it feels like everyone and their dogs has one now.
[quote who="jpmcconnell" reply="3" id="2840426"]Which weapons are armor piercing?[/quote]I call "armor piercing" weapons the slow, 2-handed weapons. Their goal is to take down heavily-armored troops.
Dodge penalties for heavy armor are huge. If you want a dodge-oriented character (can be useful in many instances, like fighting armor-piercing troops), you want to go for leather+the best shield.
[quote who="Archonsod" reply="6" id="2840385"] quoting post -Tech tree: We can still beeline and rush late tech by ignoring early ones. Since the increase in tech research time is dependent only on the number of researched techs in that line, gamebreaking late techs can still be obtained way too quickly. Define "gamebreaking". I think if anything it's an AI problem rather than the tech tree. If you do rush a tech the AI should be smart enough to exploit any g
First of all, I want to say that the ideas I will present here are not mine; they come from these posts: https://forums.elementalgame.com/401719/page/1/#2840106 https://forums.elementalgame.com/401719/page/1/#2840122 and I don't deserve credit for them. But let's discuss why these ideas are the most simple and elegant solutions to
[quote who="jpmcconnell" reply="2" id="2840309"] Not saying that elemental should be Civ 4 with magic, they're VERY different games. However, I do think i should be faced with a few more momentous decisions early in the game. More than just: do i build that hut in turn 5 or turn 10?[/quote] This problem isn't restricted to the early game. There isn't much in the way of decisions in city building, because there isn't a lot to build except those libraries and workshops. Sure, a mar
Oh, michiganers can get free dinners for clever bug-catching? I'm in :D. Heavenfall, you totally rock.