Not to 3. Not even to 6. It takes several squares; I could just as well build 4 workshops.
Werewindlefr
New update: the buildings work well, but I had to remove the quest since it was broken. The resource now spawns normally ( though rarely) and can be built upon. As far as I know, everything works fine.
So, as I've mentioned in another topic, I've been toying with numbers to see if I could make game balance better. I'll be honnest: as it is, it's quite disastrous. I chalk it up on the large number of system changes and the fact that damage/defense rolls have been modified. As a consequence, the game is not made for those. So here's my figures for game balance: 1) The first critcal point: base HP should be 25. That's still half of the damage some weapons inflict, so I don't th
Hello, I've noticed something wrong with the "education" tech. It's supposed to give the "School" improvement, but it's already been given by the civics tech. Education doesn't unlock any new building or anything, it's just an empty step towards housing. Maybe it should be removed completely?
Okay, I've tried tweaking some values a bit. With base HP at 25 (+standard level bonuses), and weapon damage sent upwards (spears at 15 or 16, mace at 18, shortsword around 13, broadsword at 22, warhammer at 24, etc.) while reducing Master Heavy Plate and Legendary Armor (so that they each provide an increment of 1, not more), the game ends up a lot more fun. You might want to reduce light armor so that the leather -> light plate transition doesn't end up being such a huge jump in armor va
[quote who="Achilles__" reply="5" id="2836692"] I will tend to disagree with your view. Yes i agree that you can rush a research especially in warfare part and it should be a little more difficult to get in high lvl armor research etc, thus requiring some more time to get there. But on the other side, even if you rush some of those teches you still will need the resources and gold to build those high lvl troops. You see, no
Elemental has come a long way since it's release. I know this is harsh, but as I've often mentioned on the forum, I've never considered it to be a game until now - more like a demo for kumquat with moving medieval fantasy dudes. But 1.09p has changed it all. Sure, it's not perfect, but it's finally a game. A rough, unpolished, unperfect game with a perfectible AI - but hey, it's a beta patch. However, the reason why I
Add to the issues: the map making algorithm is weird. I got a map with lots of earth shards (I've seen 4, and no other types of shards), 6 venturi ore mines (but no iron), lots of gold, and only 2 food sources. I haven't explored everything, but I shouldn't have all of this in my area. Also, please put a bit more space between special locations. 1 or 2 techs in the line and the world starts being totally covered with them, you can't make a step without finding a spear or 400 gold...</
I concur with the second idea: the begining is too slow for mages because they're next to useless. A minor cantrip besides imbue champion (IC is useless on its own, so it doesn't make that much change to give it for free and nothing else) for each starting school of magic would be a nice idea. Enchantment could have a small "+ 2 attack for 3 rounds" spell, for instance.
We need a quest with speaking wolves, whose births were due to a small mistake by one of Draginol's servants.
Thanks for the answer about the XML. Well, it's not that critical anyway, modders are usually programmers who know how to read weird code :p. Is the gold modifier bug planned to be fixed in this hotfix or next patch ?
Hmm, the AI was totally stupid to the point of being almost inexistent before 1.09o, but it's really starting to look like something. And this game to look like a (somewhat fun) game, not a glorified 3D engine demo with moving things.
Release of v0.1 at this location: https://www.wincustomize.com/explore/elemental_war_of_magic/15/ It contains 2 buildings, 1 for each faction, that both produce iron (but not at the same cost and rate). It also adds a non-repeatable quest that unlocks a new resource... after a nasty fight. That resource adds 4 tech research, 4 arcane research, 2 gildars. More to come (h
Kael, is it possible to put the task of cleaning the XMLs on a (near) future patch's list? The indentation, the comments and sometimes the data have issues (outdated - war staff, I'm looking at you-, not easy to read, inconsistent, etc.). I know it's a lot of work, but modders are an important part of what could make this game cool, and our only tool so far is quite difficult to use because of the current state of the xml portfolio. Thanks and congratulations for the great work.
Hello dear modders, I'm trying to create a quest which will give a (custom created) resource as a reward. However, the quest doesn't work - it spawns the right "goodie hut", but the intro text isn't the right one (it's replaced by the 2nd choice text :/). Also, once I arrive at the goodie hut, I do not trigger the fight or have the choice UI pop-up... it just clears the hut, with no reward. Even though I almost copy-pasted it from "the lost horse"... Can someone
I didn't use the word "bug" :p.
Is it possible to add to the list of "issues" that some tactical spells should be castable on a strategic map (healing spells and other tactical buffs...) ? It's a pain to have to start a fight to heal my units. Edit: yes, attunement rocks.
Ohhh, actually... I really, really like the idea of localized blows. That would give a lot more usefulness to armor parts. And it opens up possibilites: you could make weapons which are better at striking a specific part, have a specific effect happen when too much damage is dealt to a part...
[quote who="Tim4fun" reply="41" id="2834881"] [...][/quote]I think we ought to wait until we can really test the game until we can speak about the fact that squads are overpowered. For one thing, they cost 3 times the price of regular unit, and gain in coordination what they lack in tactical flexibility. Their strongest advantage is that apparently, build times are not multiplied by the number of units in the group.
Thanks for the feedback. For the AI concerns, I'll try with an infinite-type building with moderate AI priority (if there is such a thing we can tune), to try and see what happens. If it doesn't work, then I'll conssider altertnative solutions. If the horse building uses food, I'll make it more powerful. Not as powerful as a real horse resource, but not much weaker. As for the high number of specialists, okay :). As for the first concern, there's a trick explained in t
Edit 12/11/2010: new release (0.5b), read https://forums.elementalgame.com/401219/get;2842116 Edit 12/11/2010: new release (0.8), read https://forums.elementalgame.com/401219/get;2850939 Hello, Elemental community. I'm planning to increase the number of available buildings and resources in 1.1, in order to make the game
Hmm, looking at the battle in part 4, Brad, a few things come to my mind: -It doesn't disturb me so much that your pikemen got killed by those people in plate armor (18 armor is quite high). High-quality troops winning against a group of 4 poorly equiped troops seems normal to me. Give them slightly better weapons, basic armor, and 2 squads should be enough to deal with those tincans. -Overwhelming with cheap units should work when the difference in power isn't *that* big. Her
[quote who="Derek Paxton" reply="93" id="2834192"] We are targeting tomorrow (Thursday) for release. It will probably be late tomorrow, maybe past midnight EST (and into Friday).[/quote] Yes! I'll be sure to plan a complete feedback by Caturday.
Yes, and guardians/bosses are probably less important than abilities, tactical combat overhaul, more attractive spells, and more varied and flavorful gear and units. How, and less boring terrain. I'd also like dungeons, but I know that, just like guardians, they rank low in the priority list.
It's a cool idea, but I think it shouldn't be high on the priority list compared to many other, more fundamental, gameplay changes and concepts.