This sounds promising. Is this planned to be compatible with Children of Storm and/or Heroic Pursuits?
adaban
I hope you can figure it all out, would love to have dynasties back.
I have seen this too.
[quote who="Mtrixis" reply="9" id="3066137"]Quoting adaban, reply 7 How about a new ability called first strike that allows a unit with a spear, or equivalent long piercing weapon ,to select it as their first action. Much like defend if they have a shield, but instead of defense bonus a preemtive first strike. This would work with the initiative system allowing quicker units to "wait" to strike attackers. Good idea, clean, I like it. One issue is th
I would be ok with this if it was for learning and tactical practice, but the end result of the original battle not be changed.
[quote who="Trojasmic" reply="4" id="3066146"]I thought there was also a 1 mana/turn maintenance cost too. I like the Imbue mechanic.[/quote] no mana cost that I could see
How about you can only hire the hero, and when the hero comes to work for someone the army gets released to go rampaging or just disapears.
I wonder if mana upkeeps for some enchantments could be given fractional costs like .25 instead of 1.
I think the option to set number of opponents, and the select each opponent as random, just so we dont know who we will be facing would be a good start.
Not really, it might help if you explain why you think so.
As things stand now I agree. If someone has an affinty for casting they should able to. This will make it harder to kill opposing heroes. I think heroes need bodygaurd armies that disappear if they get hired, help to defend said hero at least till mid game. Give heroes two or three stacks of spearmen and two or three stacks of archers they wont be such easy picking and may allow AI more time to recruit them. Right now once you have two
How about a new ability called first strike that allows a unit with a spear, or equivalent long piercing weapon ,to select it as their first action. Much like defend if they have a shield, but instead of defense bonus a preemtive first strike. This would work with the initiative system allowing quicker units to "wait" to strike attackers.
There are also some items that allow spellcasting for non-spell traited champions. Not sure if they interact with Path of the Mage bonus or not.
The after the war mod includes elementium.
I think stick with the title you have, explain what's new and whats gone and/or improved/different. Call it a reimagining of Elemental: WOM.
these are pretty cool, like the mouth especially.
[quote who="Kholai" reply="112" id="2690145"] B: Traits and abilities. What makes a knight a knight, and not a footman? Just the name? What's in a name, will a peasant by any other name still whiff as badly, or fail to hit the broad side of a barn so sweet? Skills and abilities are the lynchpin of variety - the things that make a unit mechanically different. I mentioned above a ranged unit with a bow, or a mage unit getting a wand, but a swordsman is fundamentally i