I remember in the beta at least that there was a separate teleport (teleport other??) spell that said it affected the whole army. I agree strongly that the Teleport spell should just affect the Sov himself (so he can for example escape from certain death in the early game if you overextend). And then later on you can get a higher level spell (with higher mana cost) that teleports the whole army.
_Scooter_
How about: "How can I see how many free tiles I have left at my current city level?"
I think this poll is pretty telling. As I voted, 42% of people dedicated enough to visit and read the official fan forums are disappointed with the game.
Especially since alt-tabbing still crashes the game most of the time....
[quote]no, they physically can't. As I've said above, individual units into progressively larger groups is the natural progression of the game. An individual trained unit simply cannot be made to compare to a squad of the same unit, else there's no point to ever build squads and there is no progression. Creatures, Sovereign, and Heroes have the advantage of levelups and stat increases. Trained units do not. To compensate, Sovereign/Heroes can't be put in a squad. They have to scale with squad
I did some labbing. I haven't figured out the editor or anything yet, so I just used a fight from the campaign I was playing through and repeated it. I have three units: one with 4 guys of attack 7. One with 4 guys with attack 11. One with 3 guys with attack 7. There are three enemy monster units (not squads), with defense 4, defense 7, defense 30. The combat results I got were: 4x7: vs def 7: 16, 28, miss, 4, 8, miss, 18 vs
[quote]Not to mention it makes it nearly impossible to balance units that cannot stack vs. stacks - if your dragon (or sovereign, or champion) is competitive with a large group of soldiers, individual soldiers are hopeless no matter how many you build, and if the dragon is balanced against individual soldiers, he quickly becomes obsolete when you can stack groups of 4 soldiers together.[/quote] This is the most important issue here I think. We need individual units and groups
Presumably it is the difference between chain and plate, and leather and padded, which are otherwise far too similar.
Another question: where is the type that an armor is "optimized" against displayed?
[quote]I suggest adding cooldowns to tactical spells. It could be something as simple as the spell level[/quote] I like it. No cooldown on level 1 spells. 1 turn cooldown on level 2-3 spells. 2 turn cooldown on level 4-8 spells. 3 turn cooldown on level 9-10 spells. Then boost mana regen. Something else that would be nice to see; a lower level building (or just a constant ability) that boosted mana regen while the caster is in the
[quote]Because if you kill 2 of the units in a stack, you have to go against 2 leather armors, not just one. [/quote] But here's the thing. An ogre's "attack" is an abstract representing a big fight, with maybe 20+ blows. Why should it matter if those 20 blows are against a single guy in leather armor, or two guys in leather armor? Your method also ends up making stacks very strong, and makes defense incredibly strong, particularly with large stacks.
[quote]But you have to understand that 3, as you describe it, means that a squad has identical defense in practice as an individual. [/quote] Yes. The advantage to being in a ground should be: a. pooled hit points, so even if half the guys are killed they heal back up. b. concentrated firepower, they only take up a single tile, and a single army slot. [quote]The game displays a higher defense[/quote] So fix the display. The game also curre
[quote]Because HIS armor deflects damage directed towards him. The way you're suggesting it should work, it's like the first guy has an armor, and all the others are naked. You're suggesting we make squads weaker than the same number of individuals.[/quote] No I'm not. I'm saying, you're rolling a weapon with power 20 against armor of power 5. It doesn't matter how many individual there are; they just pool their hitpoints. But they all have the same armor. It d
[quote]He never said it would be 4 individual attacks. He just said it would be 4 individual rolls. He could very well be describing a system that adds all 4 knights damage together, and then gives a single defense roll against it for every figure in the enemy squad. That matches both Frogboy's description and what I have seen in battle. It also is entirely different from what we want, and is described in point 2, making the statement that parties already work like that false.[/quote] <p
I think the most important design features are that node impact should stack with: i) Intelligence of the caster. ii) Should affect summoning spells I'd like to see Magic research that specialized you in a particular spell school in a way similar to that of a node (this would be a great way to get some more magical specialization!!!), but I think these could be different. I don't think we need buildings or items that buff shard bonuses. But having which
[quote] However, one correction: Parties work as you are requesting. A party of say knights (4) who have a combined attack of 28 do not roll between 1 and 28. They roll between 1 and 7 for each knight. Assuming each knight does say 3 damage to a unit, that would be 12 damage from that party of knights. If the defending unit has a defense of say 16, that party of knights may not do any damage at all. [/quote] I am very surprised to hear this. &nb
Note also that this means you have to do a lot of stat rebalancing. You don't want attack 100 dragons anymore, you might want them to be attack ~40. As you start getting into higher attack values, they get really powerful, because basic mooks will never values that are very high. In order to get above attack ~15 should require magic items, a champion or a monster.
[quote]The way defense currently works, it's very difficult to decide what the defense of a stack should be.[/quote] I think its easy to see how it should work. Each unit has a defense value - and this is identical for every member of a stack, by definition. Roll damage. Compare it to that So if I have a stack of 4 spearmen who are each attack 7, defense 3, hit points 10 then: a. Each time the stack attacks, it gets 4 rolls of 7 attack.
[quote] One screen with everything every city is building would be hugely convenient[/quote] I agree with this too, I just think we should have both. Info shouldn't be available only in a single place.
[quote]Do you really think they are going to change such things now? [/quote] Yes, I think they might. As much as I am disappointed with the game as it stands, Stardock has demonstrated a willingness to do post-release support more than any other gaming studio I have ever seen. And they've indicated a strong willingness to do so for Elemental. But yes, these things have been mentioned many times before. And all through the beta people were shou
[quote]what buildings and/or units it is building[/quote] Honestly, this should be visible from the main screen without doing anything. Civ learned how to do this. [quote]Speaking of build queues, get one. [/quote] I don't understand this. You can queue up multiple buildings. Just build another structure while the first is building, it makes a queue. This works fine. Though the cancel X in the queue is very small and hard
1. The level of randomness in this game is far too high to be fun. The game needs to stop using uniform distributions and start using something with more probability weight in the center. Spells that do 0-20 damage with equal probability are not much fun, and are not very strategic (because I cannot predict the outcome very well - I don't really know if the attack will kill an enemy unit or not). Either use some other probability distribution where most of the probability
Absolutely. The shop UI is painful. Far too many clicks. You can cycle between characters without leaving the shop, but not when equipping items, or trading items. You should be able to sell, purchase, equip, trade items between your units all from the same screen. [quote]Did I miss some arrow buttons somewhere? [/quote] Yes, there is a tiny arrow near the portrait of the champion you have selected.
[quote]Minor cities can't levelup. [/quote] Then what are they for? Its not like they pose any military threat. Or give you quests, or resources, or whatever. They're just a waste of space atm.
I like having a space limit on buildings, though I think it would be much more interesting if this were based on town size/population rather than just a flat figure that you suddenly hit. And the space limit should be clearly displayed to the player. But its ridiculous that non-town resource buildings count towards this if any only if they touch the city.