tesb

tesb

Joined Member # 3123704
10 Posts 5,106 Replies 4,124 Reputation

[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] the encumbrance system was bad, especially since it used breakpoints instead of gradual penalties, leading to needless minmaxing to avoid those breakpoints. however

139 Replies 443,210 Views

[quote]There needs to be a way to alert the player better when a city stops building. Forcing the player to keep pushing tab every turn to check what needs attention is what you'd expect from a 1990's game.[/quote] imho ciV and cIV did it best, you always got a notification when a city is idle. the empire tree at the left side of the screen is a far worse implementation because you are forced to scroll through it quite often later in the game when you have more cities and it c

20 Replies 98,605 Views

i agree, imho warrior and defender could be merged and useless traits could be removed. assassin is still the strongest class by far when it comes to survivability and damage (due to armor penetration and very high dodge). mages can compete with the damage of an assassin but have a fraction of the survivability. (see this feedback thread: https://forums.elementalgame.com/442233) in general all classes lack real focus: -assassins should not be able to wear heavy

12 Replies 8,516 Views

[quote]trained troops do not split or share exp.[/quote] that is good to know, thank you. [quote]But I disagree with your criticism of cities giving global benefits. I like the current abilities and enjoy working out how each type of city can best contribute to the overall economy I'm building.[/quote] i don't have anything against the idea of global effects that cities may bequeath to your realm, but the reason why i put those two ex

9 Replies 22,528 Views

After playing a couple of FH games (including on fairly lengthy one, all on challenging world difficulty and ai difficulty) i think i can confidently give the following feedback: Ai: In all my games the ai was decent enough in the early game, falling a bit behind when it came to the mid game and was outmatched (by at least one order of magnitude (by point rating in the upper right corner of the screen) in the late game). My assessment is that the Ai has no map a

9 Replies 22,528 Views

i feel your pain. heroes advancing at another pace than your empire/kingdoms is the main reason i don't play this game anymore (besides the lack of tactical in tactical combat). i don't think there will ever be a balancing solution to this. imho the only way to solve this is to introduce game mechanics that overlap the pace of unit/empire and hero development. the issue was far worse in the various betas, but it still remains influential in the mid and particularly late

2 Replies 7,153 Views

without mods you are stuck with humanoids that differ slightly in faces and hair (which you won't see once you have helmets or while not zoomed in, i.e. all the time). you can choose their skin and hair color as you like, but that is it. there are two factions that have special non-human units that you can build if you choose that faction your base race (golems for ironeers and brutes for the trogs). there are also some traits that allow you to train spiders or get different kind of demon

2 Replies 1,793 Views

[quote who="mttriglav" reply="14" id="3282908"] Quoting tesb, reply 13 i highly doubt that there is any engine that loads the same texture as many times as it is used by the amount of objects on screen. usually you load the texture once (if it is used) and apply it to as many objects that use it on screen. increasing the size of one texture should have next to no impact on performance. Makes sense what you say. There are some half dozen or so tree textures, ma

59 Replies 322,873 Views

[quote who="mttriglav" reply="9" id="3282883"] Quoting sratner, reply 8Very nice. Any chance of applying a texture to the trees? Close up, they look rather plain compared to the detailed ground texture: Thank you. I wasn't really going for a full graphic overhaul of all elements. only changed the bits that bothered me. Also, the trees have a rather small texture, to give them more detail would require a size increase, w

59 Replies 322,873 Views