Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[quote quoting="post"] 14. Removed the Life spellbook tech (all kingdom players already start with the Life spellbook). [/quote] Will the Death spellbook tech be removed and integrated into the Empire, too?

47 Replies 127,543 Views

[quote who="Heavenfall" reply="2" id="2840611"]Oh dear lord I hope not. I don't think there's anything in the world less inspired than those. Cast Y for awesome, cast X to counter.[/quote] I think its very good to have spells that can be countered with other spells if spell Y is not overpowered without spell X. Both spells should be options, but not required to win the game. [quote who="Sethai" reply="5" id="2840632"]really? a level 10 sov in legendary plate shouldn't be able

9 Replies 8,272 Views

[quote quoting="post"] Even with the slight nerf in 1.09r I was able to blast through an entire army defending an enemy capital in one turn near the beginning of the game. I had four spell casters, my sov plus three others capable of arcane arrow but not spell blast. Also had four meat sheilds but never needed them. I opened the battle. By the end of my turn enemy sov and half the opposing army was dead the rest would be mopped up next turn by my meat shields to save mana. It was never

18 Replies 13,815 Views

[quote quoting="post"] -Balance: There's been significant progress made here, but as some people (myself included) discussed in other places, there's still a lot of work: -All spells need to be useful, not just arcane arrow and teleport. Actually... well, other damage spells are actually nice for non-primary casters, but for the Int-heavy casters, elemental damage spells are for the most part useless. This is in part due to an issue with spell power scaling: some spells scale

10 Replies 10,512 Views

[quote quoting="post"]16. Spell balancing Touch of Entrophy dealing 30 damage (was 50 damage) Heal giving +6 hp (was +10) Arcane Arrow hitting with 50% of INT (was 75%) Spell Blast hitting with 30% of INT (was 50%)[/quote] Instead of reducing the damage of Arcane Arrow and Spell Blast it would be better to look why these spells are very good. The reason is that these spells WERE the only ones with a very good damage scaling. Instead of reducing their damage t

42 Replies 106,422 Views

Yes i think it feels like cheating if you kill an enemy Sovereign and suddenly the complete kingdom is gone. Your first suggestion is the best in my opinion and if there are no childs your third suggestion would help.

7 Replies 5,476 Views

[quote who="Austinvn" reply="3" id="2839621"]No matter the requirements or costs or drawbacks, anything that can kill an important unit (such as a sovereign) on the first round of combat is a bad idea. It reduces combat to a game of "let's see who gets to go first." There's no chance of back-and-forth, move and countermove, if your enemy can be dead before he even gets to his first turn. At that point you may as well ditch tactical combat and flip a coin to determine winner.[/quote] Y

15 Replies 7,487 Views

[quote who="Werewindlefr" reply="88" id="2839488"]- Cloak of Thwarting: Probably useless in the late game, because Accuracy scales with the level But most units are created at level 1, even in the late game. So it's still useful against most non-champion units.[/quote] Good point, but i think an item that works against all units is the safer bet, like Arielle's Shield.

102 Replies 38,633 Views

- Cloak of Thwarting: Probably useless in the late game, because Accuracy scales with the level - Sword of Wraith: 65 Attack is overpowered and makes the Strength bonus useless - Arielle's Shield: Nice item - Shield of the Sovereign: Probably useless in the late game, because Accuracy scales with the level - Yithril Bow: Probably useless in the late game, because it can not penetrate the armor Please balance the Attack, Defense, Accuracy, Dodge and Spel

11 Replies 9,610 Views

[quote quoting="post"]26. Added in some late game magical equipment that you can buy in the shops: - Cloak of Thwarting : +5 dodge - Sword of Wrath : 65 attack +6 accuracy +1 combat speed -10 constitution - Arielle's Shield: 5 armor +15 hp - Shield of the Sovereign: 5 armor +5 magic resist - Yithril Bow: 18 attack +2 combat speed +10 accuracy[/quote] - Cloak of Thwarting: Probably useless in the late game, because Accuracy scales with the level

102 Replies 38,633 Views

[quote quoting="post"] I think the tech points for 1st level techs is about right, but I think you should be able to learn 1st level spells (utilizing a lone Arcane Laboratory) in 8-12 turns, not 25. Conversely, I think the higher spell/tech levels need their research costs increased, so they take longer to acquire. 5th level tech/spells should be a big deal to get to![/quote] I think you are right. If the research production of the player increases at the same

21 Replies 22,088 Views

[quote quoting="post"] 1) The first critcal point: base HP should be 25. That's still half of the damage some weapons inflict, so I don't think it's too high, especially if we change weapon damage. 2) The second critical point: armor should be lowered quite a lot: -Leather should stay as it is: 3 points for the major pieces (chest, legs. Actually, leather is an exception, with leg only having 2 armor), 2 for the minor pieces. - > 11 max with a shield

16 Replies 25,754 Views

[quote who="Werewindlefr" reply="23" id="2837092"]Okay, I've tried tweaking some values a bit. With base HP at 25 (+standard level bonuses), and weapon damage sent upwards (spears at 15 or 16, mace at 18, shortsword around 13, broadsword at 22, warhammer at 24, etc.) while reducing Master Heavy Plate and Legendary Armor (so that they each provide an increment of 1, not more), the game ends up a lot more fun. You might want to reduce light armor so that the leather -> light plate transition

31 Replies 115,527 Views

[quote who="Diardiamond" reply="11" id="2836743"]While I dont completely agree on limiting a spell to being cast once per turn I can see that it would greatly change how some people enjoy spamming SMD's ( I am biased since my Hero armies tend to rely heavily on those spells) Perhaps a workable compromise would be to limit how many times a spell could be cast by 1 channeler during 1 turn based on the spells level? It's been ages since I've played AoW; may actually pull that old classic out of

31 Replies 115,527 Views

[quote quoting="post"]1) Civics. Aka cities, buildings, research and the economy Close second in terms of complaints, there is very little choice involved when building the city. We have tons of citizens, lots of room and entire cities, and all we can build are: arcane labs, studies, and workshops. There are other buildings, of course, but in a given city, only a handful of those are relevant. And this is where the current city building system falls short: there's no choice to make

31 Replies 115,527 Views

[quote quoting="post"] City Development - Better with the new buildings, but still pretty flat. Not enough choices to begin with, first 5-10 turns have dead spots in development depending upon what your starting faction was (materials/population bottlenecks). Early turns are crucial and losing production that early is a bit bizarre. There are still too many reasons to either spam a single type of building or not build anything at all. Combat - However, damage that reads and appli

18 Replies 24,834 Views

[quote quoting="post"] 2. There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain). [/quote] Perhaps you could add a popup window like the aircraft window in Civ V to select a target for a strategic spell. I think there should be another ranged weapon in Elemental to give the player more options: Warbow: Attack 15, Accuracy - 2, Range 8, Should be researched with the Longbow

66 Replies 39,092 Views

[quote who="joasoze" reply="30" id="2834765"] Tower of archery. Kingdom One unit pr city level is shot upon with arrows. Damage is 1-5 times level of city [/quote] Thats a great idea. The Empire could get a lightning bolt tower that has the form of a scorpion tail :)

64 Replies 213,793 Views

[quote who="Sethai" reply="13" id="2834634"]how about the mana cost of teleort scaling with the number of units involved?[/quote] Yep or spells that prevent teleports or spells that reduce the movement of enemy units around a settlement, like the Great Wall in Civ V. [quote who="post"] Going to try doing it via tactical (loading a saved game to try it again to see). Should be easy…right?[/quote] I think the tactical battles should be the standard a

64 Replies 213,793 Views

[quote who="Frogboy" reply="5" id="2832569"]I like to think of it as us all working on it together. I read the forums and the strategies and then try to see if I can play them out.[/quote] I think its great that Stardock improves Elemental, but before there could be different strategies different options must be available and currently Elemental is missing these options, but they can be found here: https://forums.elementa

20 Replies 48,991 Views

[quote who="Sethai" reply="31" id="2831462"] would be nice, although at the moment the system seems to be moving away from the elements; at least half the spells i seem to be learning/casting seem to be non elemental. so what do you do then? have a separate generic pool? take equally from all the pools? you still have the problem of endless accumulation even with separate pools; unlike with gold or other resources, with mana you are very rarely "spending money to make money," so endless

53 Replies 139,317 Views

[quote who="Sethai" reply="29" id="2831332"]i can see some of the reasoning in this post, but right now i really think that the magic system is currently on the right track. this is largely an issue of spell selection. the issue for me is more about the long term effects of endlessly accumulating mana. we've gone from a situation where having as many enchants and summons as you liked had little to no consequences, to a situation where you can only physically have a few of these wit

53 Replies 139,317 Views

[quote who="Sethai" reply="50" id="2830824"]i got the feeling from brad's post that they were struggling to make dodge effective, without having half your attacks do nothing (which is pretty unsatisfying and slows the game down). is there some way around this we can suggest? multiple smaller attacks perhaps?[/quote] I think a high Dodge chance (40 - 60 %) is ok if the unit can not have a high DEF at the same time. That means you can decide to get a few high damage hits (Dodge) or many

55 Replies 23,282 Views

[quote who="tjashen" reply="46" id="2830740"]Yeah, the 17 accuracy versus the 5 dodge (assuming 10 dex at 1st level) does have me wondering a bit. Assuming straight probabilities (i.e. no square/squareroot), that's still only around a 30% or so chance of the dodge working. And with 2 points being added to accuracy every level, even with putting all 3 points into Dex for that next level, you'd only add 1.5 to your dodge skill, so Dodge becomes less and less effective.[/quote]

55 Replies 23,282 Views