[quote who="BlackRainZ" reply="77" id="3369684"] I removed unrest with number of cities. I never saw it as a very immersive thing. If you think it should be back in, I am willing to listen to your reasoning on it. [/quote] The unrest was supposed to simulate the difficulty of running a large empire and balance large empires vs small ones. I won't argue too strongly for it, as I didn't really like it either and it made a military victory very difficult. I guess it wo
Andarvi
Couple of comments: There seems to be no city number unrest anymore, intended? I'm playing a game with Procipinee as a summoner. -summons cost no mana upkeep (and you can have as many as you want of the same type) -tactical summons cost very little mana and again you can summon as many as you want (anywhere you want on the battlefield..) That is just a tad.. overpowered. A high initiative Procipinee can just keep summon
'Organized' works a bit like 'Cloudwalking' in MoM, which was a VERY powerful attribute/high level spell. Change it to 'Pathfinding'. Movement for the stack costs 0.5 regardless of the terrain. Giving every hero 'Organized' would only serve to worsen the imbalance thanks to an already ovepowered trait, just think what would happen if the AI start taking advantage of it.. you would lose your poorly defended core cities in just a few turns of spotting an enemy stack.
Strength and dexterity work well as it is. Intelligence, as the 'magic' stat is underpowered. Most spells use intelligence as max damage, so even if you raise it constantly it will become useless fast as 30 damage even by early midgame means nothing. Change: make it the same as STR and DEX. Give attack spells basic damage. Have damage scale up with your researched magic level and intelligence as modifier. Example: casting Firebolt with 15 int (+50% power) <p
Very good write-up, I too agree with most of what you wrote. On heroes: Right now they are just very underpowered and expensive single units, they have no character. There are several ways to fix this: - One is to take the brute force approach and scale their hp/attack/defence with their level.. a level 10 champion should have 300 hp, not 30. It's the approach I favor the least since it shows no immagination. - Second is to treat champions like what they are: L
Thank you Frogboy and the rest of the Stardock team for being different. You didn't water your game down and you didn't waver when confronted with bad previews. As it stands now, Elemental is playable even if, to be totaly honest, it would have needed a month or so of developement time still. But when it's a choice between bringing the game out now or next year, you've made the right one. I trusted Stardock enough to pre-order the limited edition copy and I'm not sorry. <
You know, you can sell stuff to other factions.. I have yet to meet one that doesn't want to buy iron for gold. But yes, gold is very important in this game, I wish caravans would just generate gold instead of resources.
Well I found and recruited a copy of my wife champion. She had had a 'baby child' picture instead of her posing and stats like 50 int, charisma and hp. After giving her some essence I found that she also regenerated 6 hp and 3 mana per tactical combat turn.. best champion ever :p Conclusion: The new champion generator goes haywire somewhere midgame..
1. If you build on a resource in area of control it build independent of the city it's closest to. However if you link that resource to your city by building stuff to it so the city wall will surround it, it enters the city building queue and waits for everything else to be built first (workshop, trader, library etc.) This can make a big difference early on. 2. Costs of padded and leather armor are probably swapped for troups.. Padded costs 10 gildar, while leather is much cheap
There is a bug with notable locations. How it should work: If you research the tech that reveals higher levels locations you can't visit them until you research the tech to raise your adventuring level. The bug is that the existing notable locations don't update your adventuring level after you research the higher adventuring tech, so they keep saying you need a higher level even if you have it.. they do update when you research the next tier of notable locations thoug
[quote who="Galahed" reply="77" id="2720389"]stuff[/quote] Always remember these guys made GalCiv (2).. you can be sure that as your empire grows, there will be more and more things working against you (like in GalCiv). Also Frogboy is playing on normal difficulty (no AI 'cheating').. and even at this stage of AI developement looks to me a pretty challenging game. Nothing but thumbs up so far and with further patches and mods it will only get better.. heck I'll probably do som
Question about the Technology treaty.. seems to me Umber is getting a far better deal out of it than you are.. so why do they value it so low?
Yes, where was Verga with that badass sword of his? That unit looked like it could do some serious damage. Did your city get any heat at all, besides those two observers that killed your pioneer? And btw, they are not Archers, if they are packing crossbows ;) I also noticed that Tarth's units on the diplomactic screen were way more valued than your own units... I take it those were NPC adventure types with some serious XP behind t
I wouldn't be so quick to judge just by looking at the attack/defense stats. Remember GalCiv? Each fleet showed the total defense/attack as stats, yet in battles it was always a single ship attacking a single enemy. There was a clear preference on attack vs defense as well, but one shot kills were quite rare between comparable fleets. I suspect groups use a simmilar system in Elemental. And any defense used to be quite effective in Galciv even if it was just a small portion of the enemy attac