What's the matter, all your spam getting deleted? Hah! I made a funny.
Heavenfall
I like the idea with a play on life shards though. I might build on that. Like resoln with death shards. Yeah... the angels could have some sort of blessings that buff them in combat. And the more life shards you have, the more powerful they become. So they're the most magically connected faction. That means they scale with magic, and become very powerful in the end-game. Unit cost = roughly the same as others. But strength? Weak in start, but when you have 5 life shards they'
https://forums.elementalgame.com/415252/page/1/#3058175
I considered that too, to have them as the anti-empire faction with lots of "kill the evil guys" traits. But... if a player then fights angels, one of two scenarios will play out. 1) the player is kingdom, the angels get rolled because they're weaksauce 2) the player is empire, the player gets rolled because they're op.
I haven't either. Is there a limit to how soon they can occur? I play mostly tiny or small maps, 150-250 turns. I remember someone saying they got blood event and it was bugged, no monsters gained levels.
The thing about angels is... what do they DO? They mostly go around making proclamations, have auras of holiness, and fly. So my current idea is to have the Angels as the most diplomatic faction with the most growth. In tactical combat, they would be able to use their wings to make offensive jumps, like thunderstrike. But to me, those ideas sound absolutely shit compared to what I have for the other factions. I need something that makes angels fun to play, and fun to play against.
Bug persists in 0.77 Also it appears on wolves
Problem persists in 0.77
Problem persists in 0.77
XML is saved individually in each save-game. No information-type updates will work. Most AI upgrades will, however. Some other mechanics that were broken may also be fixed, such as special spell mechanics. But really, I'd recommend finishing the game in the old version, or starting a new game. There's a lot of potential for incompabilities.
I like my random traits, honestly. It keeps things interesting and different from game to game. I can't plan on getting that Fire5 because I might never get there. I think the pool with generic traits that aren't from specific paths should be reduced in number, though. They are often quite boring, and end up rarely getting picked.
I like this idea but with one large condition: it can't be the same monster every time. There has to be some small differences. One fire shard has ONE fire elemental. Another has just a fire imp. Another has three weaker fire elementals and another has an imp and an elemental. Otherwise, the guardians will feel way too.. "obviously placed by a designer". Basically, love the idea of mobs living near things. Hate the idea of it being the same exact mob every time.
I see it as a way of denying the champion to another faction.
Nah, they just have a vision they're going with. And I have mine.
I like this idea very much [quote]Path of the Mage characters automatically earn 1-2 new schools[/quote] although I would just give them the chance of learning a new school when they level-up. No freebie. PS. That idea is so good, I will bring it to the game in a mod unless it is incorporated into the game by the devs. It really is brilliant, and gives a lot of needed viability to the mage path. I might complicate it slightly though. I might limit what you can learn depending
The second faction is the Greenskin faction. Greenskin are mostly cavedwellers, but occasionally they band together to form warbands that last only as long as their leader survives in combat. They used to pose no threat to any civilized faction, since you could disperse the warband by assassinating the leader. Their most recent leader is, of course, an immortal channeller, which complicates things. The Greenskin have the following bonuses: Strategic bonu
https://forums.elementalgame.com/416262
I would personally rather see a -25% modifier or -33% to accuracy each time it hits. -4 is too static. What about monsters that level up and gain extra accuracy? What about modders who want to use it? [e digicons]:D[/e]
[quote who="Civfreak" reply="55" id="3066770"] I agree with those proposed changes, except for Amnesia, I think that 33% is way too big a number. The numbers could be tweaked a bit but the injuries are really not much of a penalty atm imo. There's something bugging me though, how would a chipped tooth make you more succeptible to poison damage ?[/quote] Untreated bad mouth hygiene is lethal. I'm not even kidding. People die from stuff like dental caries an
I guess ideally we should be able to choose when we want to level-up. A button on unit/city details screen perhaps.
The camera even zooms to the city... come on guys!
When this occurs, you de-select whatever you had selected and select the city. You can find lots of info in the bottom left corner. http://i.imgur.com/ZLit6.jpg
Download again, it stops downloading for some reason when there's a big load.
Same as n E:wom, http://www.gamesradar.com/cheats/pc/elemental-war-of-magic/
Administrator 1 Merchant 1 Loremaster 1 These traits do not show up on level-up for a champion that follows the path of the governor. These traits are missing their tags in the xml.