Meh, just make it so both units attack at the same time so even if you kill it you still take a full counter attack. Then you can even have first strike abilites for heroes or something!
Friezo
On the melee balance side, doing it where defense = 1 unit and attack = all units summed up means that defense quickly becomes worthless. So I would rather defense stacks up per squad else it will be near impossible to balance defense for 1 vs 16 person squads. I guess if you can write the attack code to do 1 swing per unit vs defense it could work out though.
Late game I've seen my own squads with over 400 defense easily. Heck just equipment alone on a lone guy can result in 110 defense on heroes pretty easily. (Due to elementium shortages, I never made a squad with that same gear, but that could be 1600 defense in a full company). All of you guys talking about a shortage of shards need to do more research, with 5 cities, after research in adventure to spawn more shards and extensive magic research I had ov
If you like magic, summons etc. then Elemental by far. If you're lazy and won't use any mod tools then FFH will be worth playing at least once in a while. I played FFH almost exclusively in my Civ 4 days, and elemental is a lot better. The AI in FFH is terrible, easily exploited and rarely poses a challenge on any difficulty setting. People say the same about elemental, but Elemental's AI is actually pretty good if you don't just full rush it. &n
Just don't nerf magic too much! :D
Damage is listed in the spell book. In autocombat click details.
GameModifier > - production <
So lets assume that UnitStat_NumXXXShards is incorrect reference in tactical combat based upon the fact it works in auto (which is referenced at the strategic level). Any other items that reference the UnitStat_NumIceShards stat that do work in tactical battles? It could be as simple as tactical battles do not support references to strategic resources.
Yea its just weird because with my late game I had over 10 fire shards, listed damage was over 700 and in auto combat was regularly doing over 600 yet in tactical my best hit was probably 53 or so. Which was just under double my int, using a spell that does double int in damage.
If you use auto combat instead of tactical combat, the spell damage is correct. This strongly suggests a bug. I've tried to report it as a bug at https://forums.elementalgame.com/392663 and requested someone find the coding problem in https://forums.elementalgame.com/392900 I don't understand how to mod yet, b
Anyone know what to change so that spells do the same damage in autobattle as in tactical battles?
I have 2 computers I run Elemental on. My desktop crashes about 1 in 5 tactical combats, either as a Bright White full screen glow where the battlefield is, or a slow down so much that casting 1 spell takes about 10 seconds and this slowdown persists through tactical back to the civ/normal view making the game unplayable once this happens. My computer can't seem to use any of the recommended ways to upload my Debug.err any other ways I can supply it? On my laptop, I'
While true, in my experience building with the city results in more net resources being produced for farms than clicking the farm itself and not building with the city. Not sure if that is a bug or intended. You also miss out on enchants working with tiles not built by the city.
Try Dwarf Fotress, its not nearly as polished as DK2, but it is the same genre, and its free. When I'm in the mood for this type of game its about 50/50 split between DK2 and Dwarf Fotress. Ocassionally I go with Pharoh/Ceasar type games but those don't have that fun quality that DK2 does. Be warned, Dwarf Fotress is more complex than anything else you will ever play, and because it is largely ASCII, you better know what resources are our there to help you learn to play, suc
I really like Moo3 once you get used to it. The ability to micro/automate everything is very nice. I still liked Moo2 more, and Galactic Civ2 most. But the features I liked best come from all 3, particularly the scale of Moo3 and the research method. By tech level 30, you're looking at massive battles. BTW play it with all the patches and fan patches, for example turn up the max number of fleets in a battle etc.
[quote who="Twohawks" reply="10" id="2670031"] And lastly, Fisheries are going to go away. Those are only in there to test the ability to require buildings being on a beach tile.I don't think doing away with fisheries is a good idea.. however these tiles need you typical limiter most food production has i.e. perhaps a tile near a beach that has school of fish (or even a lake or river fish spawn tile) then make the as likely on a "beach/river tile" as wild game or fertil
Disable your Realtek audio using device manager, see if that fixes it. https://forums.elementalgame.com/386189
Starting with 2A, the game has run so slow that it is unplayable. It literally takes 20 minutes or so to go from clicking the icon to the main menu. Waiting at the main menu for any period of time does not aleviate this. Neither did turning volumes to off. But, based on my experience with EVE and my Realtek 97 Audio issues, I used the hardware manager to disable completely my audio for my entire computer and then launched Elemental.