joeball123

joeball123

Joined Member # 3255849
8 Posts 535 Replies 476 Reputation

[quote who="dihir" reply="67" id="3286066"]If I am playing that style, my units are for backup and for safety, and I will happily sacrifice them when that benefits me. Remember that my units are relatively cheap.[/quote] If you do bring units to a battle, and your Wraith spell caster is still getting hurt, either your enemy has archers/spell casters or you're not using your troops properly. If it's that your enemy has archers/spell casters and is using them correctly (by targe

68 Replies 53,162 Views

You could try doing it as a faction-wide food bonus, like the grocer line of town buildings has. If you wanted it to be half of the village's food, you would make it so that you have some structure (say, Feudal Manor, or some such) that produces X food per grain locally, and X faction food per grain. This, unfortunately, would apply to everything in your faction, though, so it might not be quite what you want. If you wanted to add a money bonus, then you'd either add a percentage bonu

11 Replies 4,777 Views

[quote who="dihir" reply="64" id="3285691"]The wraith design is heavily tailored for death magic users - the biggest weakness of death magic is its lack of healing.[/quote] Wraith design is tailored for crappy trained units and champions who don't gain any particularly great benefit from leveling up or killing things. Gaining three health back when you kill something is negligible compared to the amount of damage that anything can do to you if it has an attack rating similar to or

68 Replies 53,162 Views

I think that the game wouldn't know how to handle essence from a unit, since unless it was handled as a special case you'd be able to get an extra enchantment on the city. And then, what happens when your governor leaves because you decided you needed him/her elsewhere? I also agree that more than one bonus essence would be overboard. I'd also expect that essence bonuses would be a benefit of having a mage in town rather than an administrator. Bookworm and Slave Driver loo

24 Replies 11,269 Views

[quote who="dihir" reply="62" id="3285573"]Resolyn, with 10 death shards , is practically untouchable by most units at a comparable stage in the game.[/quote] How, exactly? If your answer is the Wither spell, this isn't an advantage specific to Wraith blood - anyone becomes practically untouchable when you're casting Wither boosted by 10 Death Shards because it's -12 attack to every enemy unit on the battlefield. Wraiths don't get any bonuses from Death Shards that any

68 Replies 53,162 Views

[quote who="Tasunke" reply="59" id="3285321"]Maybe Zealot should reduce defense instead?[/quote] The biggest problem that I see with Zealot is that it gives you a minor bonus (+3 initiative) for a significant penalty (-1 health per level). It's also bad when you compare it to the bonuses other races get - Tarth gets +3 initiative for free if they have fewer than four units in an army, and Amarians get +X initiative for holding X air shards; both of these are much better bonuses th

68 Replies 53,162 Views

I also see ranged shots miss frequently. I have no idea if the the dodge mechanics are working correctly, but I do know that I see the shots miss frequently. Also, I notice that you said that this was a late-game scenario. This implies that the units should be relatively high level (which grants an accuracy bonus) or trained in a fortress with troop boosters (some of which grant fairly significant accuracy bonuses, others that boost initial troop level). As I understand it, the dodge mechanic

6 Replies 9,285 Views

[quote who="harmonic42" reply="0" id="3285066"] Death Worship + a very magically powerful sovereign + corrupting every shard on the map to a death shard and harvesting it, then using Ceresa's Durge[/quote] Personally, I've never felt that this was worth ruining the magical power of the majority of my spell casters, since I find spells like Flame Dart and Fireball to be much more useful than low to moderate amounts of poison damage over ten turns and I don't like Cyndrum De

12 Replies 49,801 Views

Do you already have the skeleton found in the thread listed below? https://forums.elementalgame.com/427129 As I understand it, this skeleton is required (or a version of this skeleton is required) in order to add effects to eyes. If you already have it, you'll have to wait for someone else to answer you, since I don't personally know how to do this.

16 Replies 20,756 Views

[quote]Is there a way to upgrade militia or is it just straitghtforward AI cheating?[/quote] I'm not sure. I do know that in the campaign, when I researched the tech granting Boreal Blades, my militia was equipped with them, so it might be that Boreal Blades are set as a militia weapon upgrade for some reason.

20 Replies 15,065 Views

The healing rate for a champion is equal to the level of the champion, plus any healing rate modifiers from equipment, spells, or traits (they will list +X health per turn, or something like that; an item with health regeneration is the Troll Charm, a trait that increases healing rates of everyone in the army is Healer, and a spell that increases health regeneration is Regeneration). I believe unit healing rates are determined the same way as champion healing rates.

4 Replies 4,834 Views

[quote who="Tuidjy" reply="3" id="3278060"]Most bows have only piercing damage, which goes through armor better than cutting and blunt, and the rest do additional elemental damage, which is not affected by armor.[/quote] As a bit of clarification to this - if a bow has armor penetration, it will list "ignores X% of enemy defense" or something like that in the tooltip when you hover your cursor over the bow in your inventory. Also, piercing does not (as far as I know) go through armor

5 Replies 11,329 Views

[quote who="rvgr" reply="34" id="3278074"] Quoting joeball123, reply 31...I think Noble might be good for a warrior sovereign, as you can take the Cruel weakness for +1 attack and have a net of +0% unrest, but it's otherwise uninteresting and relatively weak..... You can take Cruel without gimping yourself with Noble. The ill effects of the Cruel trait are vastly overstated.[/quote] Perhaps I shouldn't have said 'good'. The ill effects of cruel don'

37 Replies 66,011 Views

I agree with the OP on the strengths and weaknesses of the various professions. In addition to what has been said about Summoner, I'd like to add that most of the other professions will serve any kind of mage better than Summoner will serve any kind of mage, because levels don't do much for summons and you don't have access to that many summons anyways. I mean, even Bandit Lord is better at providing cheap meatshields for your sovereign in the early game, and late game it&

37 Replies 66,011 Views

[quote]What's her profession? Why summoner, of course. Why of course? Because she does NOT have the two paths with the good summons - Fire and Earth.[/quote] Also, two of her three magic paths do not have summons. And, of course, Summoner is perhaps the worst profession for any type of mage, since you get more disposable meatshields even using Bandit Lord than you get from the Shadow Warg, and even with an extra two levels (or even with all the Summon traits adding levels) the sum

36 Replies 60,931 Views

Unfortunately, this appears to be working as designed. In the future, I would recommend not building the Mercenary Camps. Also avoid building the Order of Asok, as Knights of Asok take 9 gold per turn each, and there are three units of them, but they are nothing like worth it (though they are closer to being worth it than the mercenaries and hunters). This has come up several times in the past, and as far as I know none of the developers have commented on it. The most recent d

4 Replies 2,849 Views

[quote who="Lord Reliant" reply="17" id="3277716"]Does anyone know if multiple Towns have cumulative effects when they build empire-wide buildings like Grocer or Butcher? I had two towns and both built those buildings, but it didn't seem to have any effect on increasing the grain for my cities. So, do those bonuses stack?[/quote] The food bonuses from the Grocer line of town bonuses stack. Note that the bonus isn't a grain bonus, but rather a food bonus, and food is [(food_per

18 Replies 16,385 Views

[quote who="Lord Xia" reply="7" id="3277736"]The throwing knives when added to troops, should work like other attacks and be multiplied by the troop number. Right now, 7 guys with knives do the same damage as one.[/quote] This is the only thing I see in this thread that I agree with. Having the throwing knife as a secondary attack for when you can't reach the enemy this turn but can approach close enough to throw a knife at them, or as a finishing attack on a unit that's just

16 Replies 11,581 Views

I could go with the requirement that beasts have less than some amount of health or some percentage of maximum health before they can be tamed, but I don't like the idea of attaching a mana upkeep to creatures (particularly not one which depends on the level of the creature). What that amount of health or percentage of maximum health should be, I don't know. I think I'd rather have a percentage-based system for the 'you can attempt to tame this' threshold rather than a fix

84 Replies 220,261 Views
Reply to Epic Ranking in FE Support

I think that the score might be calculated as [(faction_population) + (4*time_remaining_for_victory) + (something_else)], where time_remaining_for_victory is calculated as (1000 - turn_number). something_else might be bonuses based on what victory types you had, or the difficulty level of your opponents, or something along those lines. However, the above is a guess - I'm not sure that that is how it is calculated, and I don't have a large enough sample size to determine if tha

4 Replies 5,367 Views

On the other hand, doesn't Bax have a unique description mentioning the hammer almost grown into his hand? The description of Pox is just a copy of a Death Demon's description.

1 Replies 1,067 Views

Fear makes you lose a couple turns at the beginning of a battle, at least if you don't resist the effect. Not sure exactly how many turns you lose. If a unit is affected by Fear, it will gain the 'Afraid' status effect, and each time its turn comes up while still under the effect of Fear, you'll see 'Afraid' show up over the unit. '-Afraid' means that that was the last turn in which your unit was affected by Fear. It might have some other effects, but t

3 Replies 1,638 Views

[quote who="rvgr" reply="9" id="3276245"]I'm not sure I get it: how are Mancers worse?[/quote] I would also like to know the answer to this question - as I see it, Mancers get a bonus that isn't particularly good, but at least it doesn't come with the minor drawback of losing half your level-up health (which can fairly quickly come to approximate half of your health, if you can keep units alive through a few battles). Moreover, the Wraith ability doesn't do much of any

24 Replies 100,326 Views

I don't see why unlimited summons at 1 mana per turn upkeep each and the initial casting cost would be that bad, since most of the available summons are not much better than early to mid game trained troops, and it provides an alternative to the damage-oriented mage for a magic-oriented faction. I could get behind a caster level based restriction (i.e., you can have (level/5) fire elementals, (level/3) ice elementals, and (level) shadow wargs, or something along those lines) or not having

36 Replies 38,248 Views