A "wait X turns until you can fight" is fine if it is done like in Shogun 2. There, you can starve the city in X turns, and if they don't get assistance or charge out they surrender. But really, at that point there's very little reason not to fight. So the siege mechanic really works like a build-up to an epic tactical combat (which isn't dependent on strategic manoeuvring, but more how much force you can muster in a year or so). That epic tactical combat is completely missing fro
Heavenfall
I don't like the siege idea at all. It's just a patchwork on what should be a real siege system. Either do it right, or don't waste resources on it.
Aww... a wider chasm could be cool too! The more different types of terrains like lakes, swamps, rivers and so on there are, the better!
I've been thinking about adding a tech after the other new wizard techs that would increase mana income by 50%. That would increase the income per shrine from 2 to 3, once researched.
Definitely not fog of war, anyway. You can join me in the silly corner any time you want.
.. it's a square. Yes, it's beta. Yes, I promise to judge nothing based on that screenshot. It's a square.
I'm... not sure that is fog. Could be a swamp, or a lake. I see a river leading to it.
[quote who="StevenAus" reply="192" id="3016159"] Even though they can be very powerful, I find the biggest limiter to spells being the amount of mana you can accumulate. Regular attacks aren't limited in this regard. [/quote] Honestly, this isn't even an argument. Yes, mana limits spellcasting. Yes, regular attacks don't have that limit. You want spellcasting to be more like melee - infinite casting with only character-dependent scaling? I don'
(105+12)*1.45 = 170 without the 12 points 152
Ninjas have been dispatched.
Points you put in there scale with the bonus from shrines and other improvements. Unlike attack, spell power has no defensive stat that increases throughout the game. In addition, spell power works relative to base strength, whereas strength adds a flat value. Lastly, health does not scale nearly as much as defense does throughout the game. Do I think it's a lot of fun putting points into the stat and seeing a 1% increase? No. Do I think it's balanced? Yes.
Hey, make sure you don't have any other mods installed that affect magic. It is supposed to be +1 to the stat per level up point.
Yeah, impulse has gone to fucking shit after the takeover. Not only did they add forced ads, now they actually load ads before they load the client. Their priorities are clear. I always appreciated Stardock's approach to it, which mostly was that it was a content delivery system. Now Gamestop sees it as a way to sell advertising space. Forced ads... I can think of nothing more unwanted on my computer. It is embarrassing.
I'm glad the decision was taken. Although I won't be able to play on my netbook any more, I much prefer a better experience when I play on my real rig.
Really only the very impatient would need information about the datazip.exe. Its function is literally built into the main program - it is exactly the same as what is run at the start of the game, if you have changed core files.
Yes. The datazip.exe is in the same folder as elemental.exe.
What you can do is run datazip.exe before you start the game. If you do that, the loading time should be more or less the same as normal. You only have to do that once (or again if you update the mod in future versions).
If it just stays stuck that's normal. It takes a minute or two normally, but if your computer is particularly old it might take longer.
No, but I could reword it a bit. Instead of infamy for abandoning the units, I could say word spreads of how easy you got defeated, which is in itself bad for your reputation.
Archers are very tricky to add, because of how the randomized enemy groups work it is possible to end up with a 12-man archer unit with 40 attack that oneshots a lot of things. Rather than adding archers, I prefered to add unique stats to weapons instead - for example, some enemy units have a very high ranged dodge, others have a chance to ignore your armor or deal double damage on a strike, or move faster. For monsters, I went with selecting a few monsters for each type of enemy grou
[quote who="Ben Yeoh" reply="33" id="3014867"] Quoting Heavenfall, reply 28The bad part about doing custom painted portraits is when you upgrade them with new gear or buff them with sparkly effects, it doesn't show. I'm with you that painted portraits generally look better, but in a game like Elemental where separate pieces of gear is much more common-place, I prefer it to be real 3d models. I want to see my character evolve, just like I would in a real RPG, and not just see some
The bad part about doing custom painted portraits is when you upgrade them with new gear or buff them with sparkly effects, it doesn't show. I'm with you that painted portraits generally look better, but in a game like Elemental where separate pieces of gear is much more common-place, I prefer it to be real 3d models. I want to see my character evolve, just like I would in a real RPG, and not just see some numbers go up like I would in an older fantasy strategy game. Nothing is more i
Love the individual backstories for champions. That's the sort of fluffy content that E:wom mostly missed.