DragonRider862

DragonRider862

Joined Member # 2807917
2 Posts 39 Replies 437 Reputation

I encountered a very bizarre bug in my current game as Resoln. The first two empires I met were Ythril (like a dozen tiles to the southeast of my capital) and Altar (to the distant northeast; I've yet to see any of their cities). I was forced to go to war with Ythril very early, but I was able to beat him with my Binding minions and death magic even though he rushed early military tech. I forced them to surrender and took Verga as my vassal once he was down to his last c

3 Replies 4,506 Views

[quote who="Frogboy" reply="33" id="3215201"]The idea behind raze is to make it so that the city is just gone and can't be built on in that area again (we expanded the # of tiles raze effects too). That way, the game moves along. Having another half dozen cities to suddenly manage isn't fun (at least I don't think it is).[/quote] Having more cities helps you win at no real cost, ergo anyone playing optimally will take the cities. Self-destructing cities doesn&#

51 Replies 33,305 Views

[quote]AI now razes city when they surrender (scorched earth)[/quote] Ugh. Why do you guys keep clinging to this mechanic? I hated it in War of Magic and I hate it now. It's frustrating mechanically and absurd conceptually. The whole point of accepting a surrender is that it means you don't have to waste time crushing an opponent who can't possibly stand against you, but cities magically disappearing on surrender means that it's a complete was

51 Replies 33,305 Views

I must emphatically recommend that you do NOT drop "Elemental" from the title, for three main reasons: 1) It's disingenuous. The game is Elemental. You know it, we know it, everyone who's looked at a screenshot knows it, and the reviewers definitely know it. Stardock pretending that War of Magic didn't exist will not inspire confidence in potential buyers. Only good word of mouth will do that. If anything, going out of your way to cov

172 Replies 671,994 Views

[quote quoting="post"]Suggestion, Stone skin should do +4 defense plus +4 per earth shard.[/quote] I'd be a little wary about this. Earth doesn't seem to have a ton of useful battle spells in my experience...a lot of its value is skewed towards terraforming, which you can't afford early on and can easily recruit a champion for later on when casting the spells becomes practical. Stoneskin is a big part of the draw of the school right now...if you nerf it too muc

69 Replies 166,977 Views

I don't think that increasing the tech requirement on pioneers or outposts is likely to improve anything. Partially because it only delays the problem rather than solving it, partially because you have even fewer useful buildings to compete with them at turn 40 than you do at turn 1, and partially because it would be likely to introduce a balance issue. If there was a tech required for pioneers (or they required a level 2 city) and nothing else changed, then the absolute most

33 Replies 100,071 Views

[quote who="Frogboy" reply="41" id="3135721"]If I am building up my infrastructure then I'm not training a unit. That is a trade off.[/quote] Why would I want to train a unit when my sovereign, her favorite champion, and their summoned elementals are killing every band of monsters and completing every quest by themselves? I don't need a crappy trio of spearmen weighing them down, and by the time my military tech has reached a point where they can even threaten the Wildla

323 Replies 255,582 Views

[quote who="Frogboy" reply="8" id="3135581"]I think maybe this game isn't really for some of you guys. I mean no disrespect but I think some of you may want to just find another game to play. I don't see a scenario where you're going to be satisfied with the direction we're going. I did read your post, DragonRider/DSRaider, it was very well thought out. But it's not the game we're making. The ideas I've seen posted are an anathema

323 Replies 255,582 Views

As much as I don't want to belittle all the great work that went into Beta 3, I still can't vote above "fair" yet. The real weak link at the moment is expansion and city management. There really isn't anything to it beyond "do nothing but spam mass pioneers, build tons of outposts and cities until you have physically run out of resources and space, then sit on them and collect the rewards". I actually just did a huge write-up about this (<a href="https://

323 Replies 255,582 Views

Okay, this post is probably going to be really long, so I’ll just jump right into it: now that faction differentiation has started to get looked at, I’d say that empire-building (i.e. expansion, city management, and economic management) is the weakest element of Elemental: Fallen Enchantress as it stands. It just feels really shallow with very few interesting decisions to make. And given that the majority of what you do while you’re not at war is build your empir

33 Replies 100,071 Views

[quote who="Istari" reply="99" id="3123396"] "A lazier but still acceptable solution would be to just take control away from the player - the player doesn't decide which tile his new building goes on, so snaking doesn't happen. And since the players can't effect it (and nothing of value is lost), most players won't care." I think it's all solved right there. Players still get to see the city buildings from the main ma

128 Replies 383,355 Views

The underlying mechanics behind cities and combat are way, way better than they were, but the game as a whole still hasn't really come together yet (I think 1.1 was more about getting things straightened out under the hood than about polishing the actual end experience). So I'd say no, unless you're patient and want in on the free first expansion deal.

59 Replies 42,071 Views

[quote who="BoogieBac" reply="15" id="2846739"]Given how central it is to the game (and how easilly it can become imbalanced) I don't see us ever being 'done' with the magic system...v1.1 was simply a step towards something we're proud of, with global mana and more unique spells being the focus there. Upcoming versions will continue to build on the foundation, with another major overhaul coming in the first expansion pack.[/quote] In all honesty, with the list of spells being what it

41 Replies 31,283 Views

I haven't downloaded the mod myself to check, but since it isn't mentioned...did you fix Confusion? It multiplies attack by -0.5 instead of 0.5, with obvious results.

120 Replies 73,583 Views

From what I can tell, researching Lost Bounty will randomly place exactly one beehive and one orchard somewhere in your influence, Secrets of the Nemesis will spawn exactly one crystal mine somewhere in your influence, etc. In my first game I researched all of them early assuming it would help me place my cities better, but all that happened is that my lone capital wound up with resources on practically every tile while the rest of the map stayed the same.

19 Replies 72,998 Views

Yeah, I'm fairly certain that the resource-discovery techs spawn a specific set of resources directly in your area of influence somewhere. In my earliest games, I used to rush them assuming that it would reveal new resources everywhere and help me decide where to found new cities, but all that actually happened is that my lone capital wound up swamped with bees, orchards, and mines.

45 Replies 177,373 Views

That's...odd. There's a bug with the confusion spell, but it's that it stupidly multiplies attack by -0.5 instead of 0.5, resulting in a negative attack stat. I'm not sure how that got translated into an attack bonus . Maybe the sovereign spell and the ogre ability work off of different code.

3 Replies 3,766 Views

[quote quoting="post"]Current major issues being addressed internally... - Magic System Numbers (currently rolling 0-x, meaning high level spells missing) - City management screen - Cursor/Selection Funkiness in Tactical Battles - More informative UI across the board - More Maps - Overall balance (overpowered late game units, overpowered peasants, etc)[/quote] At the risk of sounding terribly ungrateful at all the wonderful work you guys

150 Replies 497,873 Views

Defense should definitely not be multiplied for stacks. It doesn't make much sense that the ten guys in back should make it harder to damage the soldier in front (unless they're a phalanx, I guess), and the current system just leads to huge miss-fests and totally random luck, as opposed to shorter and more brutal conflicts that value timing and positioning more. Also: the Lord Hammer is the one and only piece of weaponry I have ever seen whose attack value exceeds the def

114 Replies 213,539 Views

That value just indicates that particular city's net contributions or costs to the total amount of food available. If one city has +6 food and another has -3 food, then they're both considered fed and your resource screen will show three surplus food (assuming there are no other cities).

4 Replies 5,044 Views

Putting points into constitution or wisdom at character creation is a bad idea. Once the game starts, main stats gain 2 points per level up, but HP and Essence get 3. So it's better to spend your starting points on other stuff and then get your HP/Essence up during your first few levels up.

9 Replies 7,785 Views

[quote who="LikeTheWhirlwind" reply="38" id="2736278"]I'm personally reviewing all the spell XML and I want to let you guys know that changes are coming. We're looking into separating the hit and damage rolls for offensive spells. The hit roll will be caster INT vs. defender DEF.[/quote] Separating hit and damage rolls across the board is probably a good idea (so many late-game melee fights amount to tons and tons of misses until the stars finally align and someb

114 Replies 213,539 Views

At the moment, there are only really two major decisions to make: "Melee or ranged?" and "How far are you willing to go to get up to 2.1 combat speed?". Apart from that, every unit functions exactly the same as every other unit regardless of what equipment you give them. It's going to wear thin in a hurry, and I don't think it's going to change as long as the game sticks to the "every unit is based on a peasant" design. I'd way rather have a set of fixed unit types like Ma

83 Replies 312,360 Views