There is a certain amount of disbelief in Elemental battles. The battle in reality would take place on much larger fields of battle. Archers would start shooting from much farther away. In Elemental there seems to be a certain level of honorable warfare code. Units get very close and wait for both sides to be ready. The effect is that archers are always within range. Giving a shorter range limit would really bother me. Even a crossbow has 100+ yards of range. So if I am within 50ft of my enem
seanw3
I would like to dissect one. I am very curious about their internal structure.
I should get loot from pillaging. That is something we could take from Civ.
Rings are the weakest items and the cost will add up. IRL I have had more than 3 rings on a finger before. [e digicons]:cylon:[/e]
Or we could just have the little 3x3 box for units on the strategic map represent the formation and then drag and drop where we want units to be. Simple fix.
I hate it. I expect we will be getting a proper system that allows one amulet, 10 rings, two orbs, etc... But it's fine for the beta.
The crit multiplier is not really out of control. In fact there are 3 factors controlling crits. Accuracy roll must be +10, Crit roll must be higher than target crit roll, and crit multiplier controls the power of a given crit. If you are doing excellent crit, I would bet dollars to cents that you are using a special weapon that increases these values. The fact is that putting all points into strength will do more overall damage than trying to crit often. Adding small amounts to the multiplie
I was assuming that the AI is set to not attack cities because there are more things to be added that will change things. I would guess that at some point in the beta monster logic will be addressed to properly wipe out weak cities.
The ability to cheat death relies on mana. If the enemy or you have no mana left, it is game over.
[quote who="Grizzyloins" reply="29" id="3096598"]Can the neutrals be 'vassels' as well? So much can be done if we turn the neutrals into actual 'minor factions'. By allowing them there own chance to grow & spread, plus the ability to have negotiations, neutrals would go from being temperary nothings to an actual part of the 'living world'[/quote] There are no neutrals anymore.
[quote who="DsRaider" reply="7" id="3096414"]Adding a +3 dexterity trait to a unit increase its chance to dodge by 1%.[/quote] I don't think it works like that. I am pretty sure chance to hit is Accuracy rolled against Dodge. Dodge is only as effective as the attacking unit's Accuracy.
People are back in the cities!
Let's hope the devs see your items and use the same level of creativity. Excellent work.
Escalation would be great. It would make sense that as much as the fallen and men are growing, the creatures are expanding where they are unchallenged by us. This would fill i those blank spots on medium and large maps that facilitate too much expansion too quickly.
You can get god Dodge from shields, but that dodge still only going to work against low level units. Any unit over level 3 will hit almost every time. Dexterity should be the way Accuracy is countered at every level. I think they should do some work on Dexterity first and then balance the Dodge-Defense trade offs when the AI can actually get a unit to level 4 with god armor or Dodge.
I have been meaning to say something about this. Dexterity does not equal the other stats in value. It offers only a minute increase to dodge and an equally small bonus to Crit Chance. This is not a sufficient bonus. I would say that 10 Dex is currently equal to 1 point of Strength. The bonus to Crit is even more laughable since it is impossible for trained units to crit. So there is never a need to ever give a trained unit Dexterity. The Dodge bonus is less weak, but weak nonetheless. Dodge,
Alchemy is already in the game. One thing people miss is that the elemental spell levels combine with each other to unlock spells as well. Alchemy is a great spell. Increased food from Air and Water is also a great one. I hope the Hiergamemnon has a complete spellbook at release so we can plan accordingly.
The way resource building currently works: The nearest city's production level decides the time it will take to complete the resource construction. So a large city can recover quickly from attacks, but small villages take a big hit. This is a good way to do it. I personally leave a weak unit like a scout on or near enemy resources to attack them every turn. Since it takes 3-20 turns to get a resource back, this is a fair way to handle it. My biggest issue is that the AI is
I was assuming you were speaking of additions within the current game limitations. Stat checks are not possible. A shame really. It would be very fun to have stat checks and special dialogue options for units with certain traits or races. But yeah, that isn't within the scope of this game. Still, I have made some pretty cool quests that require a bit of thinking on the player's part to have a positive outcome. My focus is on having the player make insightful choices that reduce his ri
Troop spam is temporary symptom of the beta not having great AI. "Act I" is the part of the game where you are supposed to struggle against the world. There should be little, if any contact with other nations at this point. Unless you play on small maps. Still, monsters spawning more would get inbetween you and the next nation. You would both have to fight the world to be able to attack each other.
No, but they might add it if they see it is a reasonable balance mechanic. Allies have very few benefits currently. Tech treaties are the same principal really.
[quote who="Tasunke" reply="8" id="3095753"]-> if its truly only graphical ... then perhaps magical weapons should be in the Warfare tree (with a magic tech prereq)[/quote] Let's discuss this until the original poster has time to move on with the primary discussion. Magical weapons are an interesting intersection between magic and warfare. It is really a hybrid of the two. The way it is currently implemented allows for magical att
It's not that much work. They have a professional writer from Random House Publishing on the payroll. The way to make them not seem repeating is something I pioneered in WoM. You make three or four quests that are identical in the first screen. Each quest has a different outcome from the 4 choices given, so you never know for sure which outcome you will get. Now the quest is function on risk/reward instead of rinse/repeat. They used this in the rat killing quest for one example. T
Why not just add an encounter to the lair? Then increase the spawn frequency so that they are a real factor in the game. Act I needs to give the user an impression of being at war with these beasts.
What do you mean by penalized?