Dunno how many of you played my (at this point mostly unsupported) mod for Mount and Blade Warband, but I'm taking the name and using it here too. Idea is, as in that game, to create a more balanced and interested combat game. To that end, I have created a damage calculator. If you want to download it, here's a link. It's in an xls format -- to use it, load it up in Open Office, Excel or Google Docs. I'd share it from gdocs but I use my real name for that account broskies!
Aeon221
Irritating that I can easily build a single standard unit who is capable of annihilating literally everything in its path, civ or wandermob, just because he's a tier or two ahead in armor. Also irritating that there is no real scope for type specialization. Gonna see about implementing most of my suggestions as a mod, since I'd rather play it than what is currently available.
Idea is having a good book and a bad book will worsen relations between Empires/Kingdoms and lead to more wars. A player who gets good and bad book is basically shunned for doing things both sides consider reprehensible. Just adds more diploflavor to magic decisions. Oppositional feel like Water holding lower terrain spells, Earth holding raise terrain spells. Air speeding movement of own team, Water hurting movement of enemy team. Fire causing immediate damage, Earth causing da
First off, I recommend quitting the campaign and just playing the game. If you don't want to take that advice, here's what you need. Krandir is the burned over tile near the entrance to the west continent. The place you started the "follow footprints" quest from. The cavern is the place where the "follow footprints" quest turned into a battle against three demons. There should be a hut sort of thing adjacent to a mountain.
Would prefer for caravans to be robbed rather than destroyed. Robbing caravan nets a random amount of gold, disables caravan benefit for three seasons, can only be done once every three seasons. Replacing caravans is irritating busywork, this keeps the ability to hurt income and generate profit without having to constantly rebuild the buggers.
Ritual of the Firmament -> Ritual of the Breath of Ellas Ritual of Ellas Reborn -> Ritual of the Flesh of Ellas Just to keep the pattern going. I'd actually remove the ritual part for the elemental ones. So, instead of Ritual of the Breath of Ellas, just Breath of Ellas. Shorter, simpler. Post some numbers on the spells (cost, result, maint, etc) and I'll whip together a spreadsheet to check balance. Also think you should expand the oppositio
Elemental's city system works pretty well without the need for secondary or tertiary settlement types. If you want a military base on a choke, set up a city with a hedge wall and don't upgrade it with buildings -- military base accomplished. If you want a colony, same thing except resource gathering building instead of hedge wall. Really, the city system has so much right I can barely believe it. Using food as a limited city upgrade resource was a stroke of genius. Only
Mr Wardell is an impressive guy. His bee proof body is the least of it. There's a reason I :word: a lot about Elemental, critically, and don't bother for Dragon Age etc.
http://www.quartertothree.com/game-talk/showpost.php?p=1700306&postcount=54 [img]http://album.wincustomize.com/image.axd?f=1&path=R43M9TfjxvHojPHKRls8aiUYAxoZ5Mr5B61G+pBwG8sUInaH709FEA==[/img]
Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.
Groups should only stack health, not attack or dodge or def or anything else. If they were just higher HP versions of a single unit, they'd still be advantageous without making the late game so goofy. And before anyone goes "bu bu bu but experience training already does that," groups of experienced units would mean each individual unit's experience bonused health would be included in the final count. With big ol' hp pools and compressed attack and defense values, combat would get less
Civ games generally suck until the complete version with all the xpacks is released. That's when they've finally gone through enough iterations and play to be fun. That's also when mods tend to kick into high gear, since all sorts of modding functionality is added over that period, and since an SDK is usually released sometime near then. Heck, I only bought Elemental after all the xpacks were offered free with a purchase because I expected exactly that. If you don't, you have un
Techs: Crude Y, Y, Refined Y, Crystal Y, Elementium Y where Y means either Armor or Weapons. Ditch the concept of separate techs for separate weapon types -- weapons should all just come from the same line of techs. Crude, Standard and Refined would all go into the Civilization tree, while Crystal and Elementium would go into the Magic tree. Crystal Y would require Refined Y, in addition to some appropriate arcane stuff, like Crystal/Elementium harvesting. Rest
If it costs 100 or 200+ mana, and is sov only, that seems fine. Good for emergency use, utterly impossible to go around grabbing everything.
Teleport only moving the sov reduces the amount of herowarping, but still leaves you with the issue of offensives where the player charges in without scouting, finds they are outnumbered, and then warps away to safety. Or the situation where the AI somehow musters an offensive and the player simply warps their sov around until a sufficiently large army is formed to defend the realm. No teleport means more defensive troops and scouting. That impacts income and population efficien
MUnits best units, this is a good idea. Slower speed of unit creation means rushing is slower and riskier.
Shadow: Merge light into shadow Blindness -> Darken Sight Radiant Visage -> Eyeless Swarm Dance of Shadows -> Mantle of Shadows New Spell Dance of Shadows: +3 to Combat Speed for target unit for (1 * #shard) turns. Or 5, if that's not doable. New Spell Haze: All enemy units combat speed reduced by 33% for 3 turns. Arcane: Merge Ether into Intuition, change name of Intuition to Arcane. Add to E
You can see how the gear will affect stats. Click an item in the store, look down at the hero panel. If no green or red arrows appear, they're already wearing it. If they aren't, arrows will appear and numbers to indicate how your hero will change. Irritatingly, I don't think this works with +move items, or anything that only impacts the campaign map. Still, it's a pretty good system that just needs to be made more visible.
[quote who="Fearzone" reply="36" id="2849997"]Anybody saying Frogboy is bad at Elemental because of this, I can only assume you've never been laid.[/quote] Really? You're going with this line? Really? I bet you have, wait for it, I bet you have a mullet ! Herring face .
Pioneers are smart. They charge into oblivion
[quote who="Frogboy" reply="19" id="2849431"]Oh I could have totally won. I only let the AI win because I felt sorry for it..[/quote] Man I don't doubt it, because anyone with decades of gaming experience who can also "toss together" a multithreaded AI really ought to play better than that. I just had a bit of a pants filling moment of "uh, this is how our benevolent dictator plays? HELL NAW!" : post: : post: : post: Anyway, I hope that was mildly useful feedback and such. I t
This is my last OT post. No responses will come for anything written about it! Immigration is absolutely a net good, period full stop. It's pretty much win win win all the way to the bank. Low skill, high skill, no skill doesn't matter. That said, if the welcoming society isn't, well, welcoming, it ends up in the situation France and Germany are in -- tons of jobless, poorly educated and irate immigrants. America might not be coping perfectly, but it's doing a heck of a better jo
[quote] # You can modify the damage system by editing the following values: # The first three values determine the amount which will be directly subtracted from damage due to armor. # The next three values determine the percentage reduction from the damage. armor_soak_factor_against_cut = 0.8 armor_soak_factor_against_pierce = 0.65 armor_soak_factor_against_blunt = 0.5 armor_reduction_factor_a
Fewer but bigger attacks will make combat, and thus the game, more random. Not sure how I feel about this. More one hit kills is not a good thing. However, combat is already stupid long and imba towards melee. Reducing the melee output 66%-80% would cut out a lot of cheese and make magic out and out better on a per turn basis. Still, it's lipstick on a pig. 4/5ths of the tech tree is at best borderline useless. 3/5ths of the stats aren't even as good as the Diplo
Yeah, instead I got a real degree. How's that waiting tables thing working out for you history majors?