I am glad you are testing these things. I am a little scared to really get into anything more than quest xml functionality because the game seems to be in such an infancy. One thing I find worrisome is how many quests have rewards that don't have a money value or are missing tags. I am starting to think these quest were done a while ago and no one has looked at them since. On an XML note, what does Strval stand for?
seanw3
Most of what you want redesigned could be made acceptable with some balance and AI. Also, we kind of have ZOC. Adjacent units can't move more than one square. I think that will do for now. As to graphics, we are playing on the highest graphics settings right now. Lesser comps will run the release just fine.
I think the reason we are not getting a beta this week is due to major changes. I could be wrong.
[quote who="Stupidity10" reply="6" id="3070859"]Didn't really like the new monster tech in WOM Garisi. Just a natural or random event lair creation would be fine. Always felt weird that a tech could control monsters.[/quote] Research is something that should find a new name. Mastery or Focus would be better. The contemporary meaning for research makes most people think of labs and scientists, not conducive to what is happening in this game. Here we ar
I actually modded GalCiv2 to have a better RPS system. I made defense do double what weapons could do and reduced the weapon damages. I made mass drivers only go to tier 3 while missiles and lasers went to tier 4-6 for most races. There was no armor in the game, so mass drivers could do some damage and were ideal for fighters due to their small size. Lasers and missiles were larger, but had higher damage bases. So the game had 3 weapon types, but it slightly modified a standard RPS to ma
I would say that DiploCap is a good way to pool what could end up to be 10 separate resources into one generic monster resource. There just isn't enough room at the top of the screen for so many more resources. The lairs and trained creatures are a great idea. They a give diplomatic and civic minded civilization a chance to defend against someone just climbing up the Warfare Tree. The best balance would be getting some really nice units, superior for their tier, bu
Good to know.
Trained creatures need an overhaul to be sure. Giving them more hp to start and some bonuses to attributes per level would be appropriate. There also needs to be many more creature types for us to train. It should really be it's own offshoot of the diplomacy section. It needs to start at tier two research. There also needs to be more resources lairs spawned. I don't research a tech that only gives me 10 unique units when I control the whole map. You could also just increase
You could avoid randomness with proper implementation, but i say force them to plan for randomness. There will always be curveballs, a good strategist can use that to his advantage.
1. Make it an actual army. This would be great. Letting units grow quickly to 6-20 soldiers in a unit, with a lower accuracy is a good choice. each soldiers should have to pass an accuracy check to strike rather than just one. I am also a little frustrated that regular troops don't affect population enough. Taking 20 men out of the population would make training an army a more complicated choice. Currently, we just build units because that is what you do when there are n
There is a problem there. Each soldier you design has a cost. That cost is then multiplied by the number of those soldiers in the unit. So training a group of 4 would be 4 times the cost you saw in the unit designer screen. I agree it is annoying. If it is any consolation, FE does not have this issue.
I spent the weekend going through every quest in the XML, looking at the structure and tone of each quest. I am not sure who is making these quests or how many are planned to be in the final version, but I like them. The writing is great. I feel immersed in most quests I take on. There is a clear effort to make questing shine. I hope not all of them have been made yet, as this posts aspires to have you create situational quests for the released game. I pray that there is a goal towa
[quote who="Winnihym" reply="7" id="3069899"] At the risk of reanimating threads, I didn't see anywhere where hero differentiation was being discussed. If it is, please post a link, and I'll edit my comments over to it. The decision when a hero is hired should be what the hero will do, either sit in your capital or other city (in which case he/she/it should have faction wide bonuses, not city bonuses), or be an adventurer. I know it was discussed elsewhere
I am of the opinion that balancing the encumbrance system would make strength much more important than any other changes right now. It is hard to think about armor, when any unit in the game can wear heavy plate and get almost no penalty. -2 Initiative is not that significant in a battle. Now that I understand what you are saying, I think it is a good basic design concept. The current goal Derek seems to have is to make each weapon type a rock paper scis
An excellent idea.
The point I was making is that each unit type should have a counter and a useful function on the battlefield. One person put it quite elegantly: If I am an archer or rogue-like champion, my traits and stats should make me efficient at dispatching enemy champions. If I am a mage champion, I should be efficient at controlling the battle with magic (wiping out troops, buffs, debuffs). If I am a warrior champion, I should be efficient at handling large monsters and mag
I hope they fix this to allow as many units in tactical as possible. A hard limit would kill modders.
Sorry for the wall of text up there. Hard to read it all and totally understand what I propose. I realize that. @Taiyun, Your idea would seem less drastic but actually require alot of new code. This system only requires the devs to make the new content they are already making, have a clear direction, while still allowing for some randomness @CdrRogdan, I left those blank because I want to highlight the basic idea of how a trait system should proba
Murteas, Would you be willing to make a quest editor in the same fashion? I love the interface and it would save me hours upon hours of quest editing. The most annoying and time consuming aspect is needing to choose the tiles, icons, medallions, frames, and units to encounters. Having a browse function for this would just be fantastic. The other part would be needing to have a way to add a quest objective to the current quest, allowing for an infinite number of objecti
It is a little too random right now. I posted some options for improvement here: https://forums.elementalgame.com/416767 Notice the clear appreciation of Balder's Gate. [e digicons]:w00t:[/e]
I would like all of those to be specializations in the given category, but also have mutually exclusive options that offer other strategies. I imagine the Rock/Paper/Scissors each having a path that gives counters, but is also countered by other paths. Need to keep as many options as possible and leave space for modders to add paths.
The problem I have is we are given a fullscreen popup almost that has a giant picture of a city. This should be replaced with pertinent data and an increase of the size of the image of the buildings we are choosing from.
That thread suggests the exact same thing. Most people that debate this end up agreeing that the spell needs some kind of change. I would love Telegates. I would do that and have Cloudwalk stay where it is and become a movement enchantment that allows all tiles to cost one move point. That in and of itself is a huge advantage. If you specialize as an Air Wizard, yo could get up to 6 moves no mater the terrain. In the expansion this would even translate to free movement over wat
There are about a million of posts about how cheesy teleport is on every forum of every game known, but here is the one that changed my mind. The sad fact is that the AI in every game ever made has never been able to learn to use this spell or defend against it. I doubt even Frogboy's talented AI values can make the AI path well with this. Even if it could, it should be at the end of Air Magic. It is the perfect spell for a magical stack of doom. <a href="https://forums.elementalg
[quote who="Sythion" reply="4" id="3069830"] ... I'm not so sure it did Can't recall any historical bow on melee duals off the top of my head anyway.[/quote] LOL [e digicons]XD[/e] The Huns pretty much invented the tactic. Get a horse, get a bow, get a million friends. It is an effective strategy.