DarkGaldred

DarkGaldred

Joined Member # 3056179
9 Posts 110 Replies 764 Reputation

and that would solve the cannot remove building because it won't be adjacent anymore crap.Sounds good to me!

11 Replies 8,455 Views

It would be a bit more practical to be able to upgrade an unit design towards another with the same traits, so that we can chose the exact type of armor and weapons, especially if they are given different abilities, which I hope will happen (like in MOO2 more or less, you would chose towards which compatible design to upgrade the unit). Not sure it can easily be coded, though.

13 Replies 7,043 Views

I noticed units resisting a blizzard spell (I didn't pick fire for this playthrough). Is it something you changed? If so, it is much better now, that it does not destroy 99% of the ennemy force with 100% probability. I think the starting monk staff is a bit too good compared to other starting options. I would not mind all of them being on par with it though. The game was over before I had a significant army, as I didn't notice I only picked one opponent,

132 Replies 61,264 Views

Damn, after the games where you kill zombies, now they try to sell zombified games. Can they just not let it rest in peace? At least, if they keep the same engine, they cannot screw up as horribly as with Fallout 3.

74 Replies 199,816 Views

[quote who="seanw3" reply="13" id="3108990"]Darn, they beat me to it. The update I am working on has close to 15 Paths. [Edit] How are you handling trait trees and showing the player the branching options? Will that be in the Hiergamemnon? [/quote] don't work too hard on it before the game gets some massive overhauls, otherwise, you'll bun out before the definitive version is out, which would be a shame, given the quality of you

54 Replies 74,127 Views

[quote quoting="post"] Or how about making bows and arrows. Not the kind for shooting a bird or something but a weapons-grade bow, one that could kill a soldier. It requires a level of knowledge that the average lay person, even a medieval peasant, would have no idea how to do. As someone into this stuff, I can tell you the mechanics of how to make a bow (lots of ash trees around here). But could I make one that would be actually useful in a battle – i.e.

63 Replies 260,583 Views

I think it would work better indeed : it would make upgrading unnecessary, would be more "thematic" than having the same useless conscripts but with magical plate armors, and would help balance the frailty of late game units. I think higher units levels should be unlocked in the tech tree and cost a labor extra (there already is a trait for that, but I think it is definitely not as a trait that it should work). We could still have both through, as long as the squa

9 Replies 14,996 Views

oh then I thought about something else, if CON disappear. It could be equal (or proportionnal) to the level of the unit destroyed. It is something that has always bugged me with life stealing items : they make fighting weaker opponents infinitely easier than stronger ones. I think the metal upkeep cost for the blacksmith is too hars. I'd reduce it to .33 if possible, or even .25. Currently, I have scrapped mines in every cities, including the production ones. <

132 Replies 61,264 Views

I have thought about it some time today, and I think there are 2 problems with units having a defence bonus before their first attack: It makes approaching archers too easy, as they lose their advantages of shooting first. It could be rebalanced by giving archers more attack power, but then, it will create many other problems, as they will destroy units already engaged in melee (while it should be much harder to hit someone already in melee in case you mind spraying your friends

39 Replies 62,611 Views

The more I think about it, the more I like the idea of immediate bonus on level up and them being some kind of persons and not some buildings. Guilds, legendary craftsmen, knowledgeable sages, heroic citizen militians or whatever would make the cities more alive than some more buildings. It is weird to have a level up with no effect for the next 500 turns anyway. Events too would be cool (but I really like to have some kind of extraordinary citizens granting bonus to the city). <

18 Replies 12,910 Views

Wow, your buildings sure work a lot better than the vanilla ones. Tear of Syndrum is too powerful at low level, and too weak at high level. I'd rather have it give a HP bonus related to constitution if possible. My sovereign is soloing the whole Tarthian nation with this. I like the new version, but it should be much harder to acquire (I think I got mine out of a crappy mob or a goodie hut). Back to the buildings, teching just has a different feel now : instead

132 Replies 61,264 Views

[quote who="fisch050" reply="44" id="3108931"] Quoting DarkGaldred, reply 3no more diagonal attacks I TOTALLY disagree with this statement! I very much like diagonal attacks! [/quote] I don't like them not because diagonal is uncool, but because they make positioning irrelevant, as you cannot prevent one of your units being focused by the opponent, especially when combined with the lack of reduction from long range. <br /

45 Replies 19,966 Views

I think +5 would be "fair" (except not for initiative, probably) : it would offer immediate boost, while the +1/level would be more long termed, but I prefer Tasunke somewhere else, to have traits that improve the importance of stats (traits to add dex to ranged precision, ST to melee precision, traits to reroll dodge, and to roll twice for damage, and pick the higher result...). I don't think the issue is them just being too generic. They are really awfully weak, a

16 Replies 8,837 Views

[quote who="tjashen" reply="42" id="3108647"]Being a whiny cry baby of sorts (overstated for emphasis), I do know that there were a lot of changes made to Elemental based on fan feedback, after the initial release proved to have some crash issues, which really changed the initial design, after the initial design proved buggier than expected. [/quote] That's why I think it's best to only read the problem descriptions and not the proposed solution, as we the

45 Replies 19,966 Views

[quote who="mmilleder" reply="3" id="3108719"] This has been reported several times. Any use of the Maul ability creates a pause that gets longer later in the game, ultimately resulting in a total freeze. Maul is on bears (start tactical, but press autoresolve before the bear can hit you), Fallen Martyrs (don't enter melee, the have high initiative and 7 move, so they may move before you), and on the weapon of the same name (avoid it) [/qu

5 Replies 7,440 Views

I'm trying it right now. The cost reduction for the price of wolf pelts is a bit extreme :) Liking it so far. Ther was something funny thought : I didn't remove the original file with the abilities, so the level up bonus were duplicated (the effects stack in this case), so I was thinking that maybe it was worth it now to take + St, as it was +6 and no more a ridiculous +3, before I realized it was me forgetting to remove the file. But that leads me to be

132 Replies 61,264 Views

the weapon abilities sound cool. It would be nice to have some other ones through magical weapons (mirror shield that would reflect damage, life stealing, and maybe stun, daze, slow, knockback, freeze if weapon effects are resistable...) and troop traits (attack when opponents moves away, parry). As other have stated, it is what makes combat interesting. I like the changes to the tech tree too.

39 Replies 62,611 Views

I don't know wether it is even resistable, as my newbie champion didn't have any trouble withering everyone on the map. It makes a huge difference indeed, and I find it a bit too good for the cost. The stacking makes it even worse. The same happens with shrink. You can shrink opponents to completely ridiculous levels, especially with sculla's mace that does not seem to be resistable.

11 Replies 15,457 Views

Because warfare in civ has always been boring and broken, so I as least personnaly don't mind that much not to have options in this department. FE warfare has the potential to be much better, but the lack of options hinders it greatly in my opinion.

45 Replies 19,966 Views

[quote who="Kantok" reply="30" id="3108392"] You're point makes sense for the most basic spears (and only those), but I think you underestimate just how much knowledge goes into proper tanning to produce armor quality leather. [/quote] I wouldn't mind having much cruder versions of everything in the beginning. That is my point exactly. The reason why I hate having only clubs is that it reduces your troop selection choice to nothing for hal

45 Replies 19,966 Views

[quote who="seanw3" reply="25" id="3108252"]A quick start feature will likely be available to those that really don't want to research basic techs. Not really an issue as far as I can tell. You can very easily make a mod that does this. I believe "IsStartingTech" is what you want to add to the techs you feel entitled to. The rest seems like it is already being addressed. I would feel as if the lore was being thrown out the window if we started the game at an early medieval tech level. But

45 Replies 19,966 Views

[quote who="RedFury123" reply="23" id="3108190"] The base points above, particularly more diverse races, units, combat and tech trees is something I have seen echoed many, many times as a lurker in these forums. This in most cases has been met by much support and little opposition from other posters because people agree it will simply make the game better. RedFury (who is concerned by Frogboy's post because I agree with many of the OP's points, yet I don&#3

45 Replies 19,966 Views

It's not because a trait is common that it should be ridiculously weak. The leveling in Blood Bowl (LRB4) is pretty good, as you have standard traits you can chose every level, and sometimes, you can chose stat increase, or traits that are normally not allowed to you. If the standard common traits were not so ridiculously weak, random progression would not be such a problem.

16 Replies 8,837 Views

yep, but you could build swordmen from the beginning. Spearmen were only necessary for garrison because they did not require food. You didn't spend half of the game being only able to train spearmen.

45 Replies 19,966 Views