seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

They said it is a general estimate, but there will be a point when we are getting .99az so there is no limit based on the number. The last one percent takes the longest.

29 Replies 9,529 Views

And then there are those annoying modders that sit up at night thinking of new way to ruin the game. They don't even look for bugs, they are only interested in ripping the game apart piece by piece and then rebuilding it into the long awaited Space Marines turn based tactical. [e digicons]:borg:[/e]

83 Replies 62,148 Views

Okay. To each his own. Since we are still waiting for the beta, I would like to discuss it a little more, though I find your opinion reasonable. I still see some errors in your logic. Technology in Elemental is not wholly the same as it is on Earth. Technology in Elemental relies on a combination of factors. First there is cultural specialization. A king commands his serfs to work the land. In a few years a culture of farming takes hold. Knowledge of farming leads to better crops

23 Replies 20,116 Views

Haha. I keep on forgetting to suggest that people start modding that sort of thing out. I have rebalanced most all of the tech tree for .77. You just need to copy the techs xml into the mod folder and change the values. A great way to get into modding.

23 Replies 20,116 Views

Might be in the Book of the Magi III. That is a random tech that has some high powered spells in it.

23 Replies 20,116 Views

I would hope there will be some sort of 10% minimum on spell cost. Really they should be balancing the bonuses to total 90% reduction when you have every possible bonus. I seem to remember Morrowind having the same problem with Chameleon being at 100%.

15 Replies 8,002 Views

Lightning spear cavalry are pretty damn cool. I am currently testing for my mods, but every once in a while I try out some magical things just for the heck of it.

14 Replies 5,284 Views

Accuracy get ridiculous later in the game. IMO this should only be the case for Archer Heroes. I am trying hard not to get my hopes up for the level of range depth you describe. I would love to have it, but the devs haven't given any hints as to long term archery development goals. Maybe this is on their list. Apparently there are some pretty awesome things being added after release, like Multiplayer. Given the distance between units, bows should have a chance to hit every

14 Replies 5,284 Views

Yes, but adding the much needed tile bonuses to tactical maps doesn't slow gameplay down. It has been indicated that we will be able to place units before starting a battle, though not confirmed. It would simply be a matter of placing archers at one of the good ranged points and adding cover at certain points throughout the map. This is probably one of the last things we will see added. There are probably several factors in the AI that need to be ironed out first.

14 Replies 5,284 Views

I have been studying the current spell list to get a better idea of what I can use for my Ivory Towers Mod. There are alot of good spell functions, but some of them are bugged right now for modding. That reminds me. Will the AI be able to specialize in Earth Magic when it starts next to an Earthshard? I remember you saying something about checking to see if a shard was safe from attack in some thread.

28 Replies 116,490 Views

Lack of variety is a good point. Giving every faction some unique techs, spells, more unique traits, more unique stat differences, hero classes, abilities, buildings, and mounts would be an appropriate way to fix this. I only comment because this is the one area that may not be on the devs' radar yet. But, the core game needs polish before this sort of thing can be accomplished.

15 Replies 8,002 Views

That is not how Derek Paxton is doing it. Specialization, in his Elemental, starts with resources. Getting an edge is all about combining techs with available resources. In this game it seems to be which techs we choose first as opposed to choosing a tree right away. The midgame allows for tech specialization, but this part of the game has some other problems that prevent us from enjoying that. This is why i would like to wait until the beta has fixed everything that was a problem in .77. I w

29 Replies 9,529 Views

I would speculate that there are so many fixes and advancements being made, it would be a delay to make another public beta. Since they already know what needs to be worked on, we are not needed. Case in point: They are talking about delaying the beta another week. I say take your time. Fewer, more meaningful beta rotations is ideal.

29 Replies 9,529 Views

You do understand the choice would be masterwork gear at random or no masterwork gear, right? By the same logic you would have to reload on every levelup to get the traits you want for your heroes. Randomness is part of the story. It doesn't make sense to restart just because your nation doesn't get the random techs you want. Many times you won't get any random techs. Other times you won't be able to find the quests that give unique techs. The game is about doing the best you

23 Replies 20,116 Views

Do what you have to do. I can keep myself busy modding. Maybe a little info about the strange Elemental Editor tags in the xml would tie us over for another week. [e digicons]O:)[/e]

83 Replies 62,148 Views

Cover bonus and accuracy spots can be modded in if they aren't in the vanilla. I can't imagine why they wouldn't be though.

14 Replies 5,284 Views

There are apparently 175 tactical spells right now in the internal build. That indicates some serious additions to the Magic Tree.

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What? You can still do any of those things without getting the specific random tech for that game. Nothing is stopping you from ignoring masterwork longbows in favor of hordes of minions with spears. The random techs are balanced. They don't make any one strategy superior, they just add new options. Masterwork bows for instance would cost more labor that even yew longbows. So you could choose to make some really powerful bowmen, but it wouldn't necessarily be the best possible option.

23 Replies 20,116 Views

I wouldn't mark any of these as advantages. Most of the listed advantages were problematic in WoM. The thing about spells is just the opposite of the way I see it. Previously we had an entire research tree that contained too few spells. This caused the research time for spells to be ridiculously long. There was very little magic going on in Wom because of this. For that matter, you had to guess which shards you would find, causing randomness to potentially cripple your game. In the curren

10 Replies 5,443 Views

Actually, as we will likely see in the new beta release, Fireball is becoming harder to successfully attack with, but more powerful for Fire Wizards. A low level mage may be able to cast Fireball, but the mage must also have Impulsive, other high Initiative bonuses, a Fireshard, and or Evoker to win a battle of magics. So now the level of the caster is very important to success, though only one successful attack is probably required to win a battle. On top of that, the number of magic users i

33 Replies 16,352 Views