@windscion2: My second question was with regards to hero traits like Merchant, Evoker, Precision, Potential, and Summon, which all have at least three tiers (Merchant I, Merchant II, Merchant III). The question for these in my mind is why the trait display doesn't work more like the way the spellbook mastery traits work. For example, if I have a champion with the Fire I trait, when s/he levels up and I take the Fire II trait, Fire I disappears from the list and y
joeball123
1. Are tile resources (i.e., grain, materials, and essence) supposed to be permanently destroyed in the area around a razed city? This seems a little harsh in a world that can already have fairly sparse settlement locations. 2. Is there a reason that the champion traits with multiple tiers (i.e., Evoker I, Evoker II, Evoker III) display all the traits of that particular line rather than having, for example, Evoker III replace Evoker II which replaced Evok
Have 'Sheltering Hands' grab the champion and drag them back to safety (as in move the champion to an open tile next to the caster, killing two birds with one stone - it protects the champion from attack, and removes them from immediate danger)?
Is it possible to make an item that provides a stat bonus dependent on the current attributes of the sovereign? Or do items require you to have constants for the attribute bonus? If it is possible to have items that grant a bonus based on the current turn attributes of the sovereign, then you could have a small item (for instance, a ring - especially since there seems to be no end to the number of them that you can equip, which means you aren't necessarily trading anything to get it) that
I think that if you go for a stacking percentage mitigation for armor, it really shouldn't be primarily a function of how much armor you wear, but rather what armor you wear - that left bracer/gauntlet really isn't going to do as much for you as a cuirass will. So, if you want percentage mitigation with a 60% cap, I would suggest something along the lines of: cuirass - 20%, shield - 15%, gauntlets/bracers - 10% (total), boots/greaves - 10% (total), helm - 5%. Personally,
About adding half of your sovereign's intelligence to the champions - could you not make this part of the effect of the 'Imbue Champion' spell (so in addition to enabling spell casting it increases the champion's intelligence by 1/2 of the sovereign's (or maybe the caster's, although I think Imbue Champion is limited to the sovereign) intelligence at casting time)? This probably won't give exactly the effect you wanted, though, and it would only work on the c
If you're still having trouble with the Sheltering Hands spell, is there any way to force the target to cast a spell (since casting a spell uses up all of the action points, and all you would need is some sort of dummy spell that does nothing, and your target would not take any actions this turn, and you already have the no action next turn part of it)?
Thanks for the suggestion, it looks neat. Only problem is that it looks like it won't be ready any time soon. Also, The Wheel of Time is a good series of books.
I think it might be nice if wild improvements that are listed as being connected to a given city had a road going from the improvement to the city (unless being "connected" to a city has disappeared in one of the patches).
To start, I believe that factions in E:WoM are, unfortunately, nearly identical from a game play perspective. The idea I am posting here is one way that I think the differences between Kingdoms and Empires could be made more clear. To start off, Kingdoms and Empires were originally described as having radically different views on development of armies. In one of the old developer posts, it was suggested that Kingdoms valued teamwork in their armies, whereas Empires placed more emphasi
As far as question (1) goes, I do not think that you can find out how many more seasons are left active on a treaty. As for question (2), there is no way in the game to break a treaty that I know of. I recall seeing others say that there is no way for a player to break a treaty early to prevent players from abusing the diplomacy system (i.e., making peace with an enemy so that you can move your armies into better positions and then turning around and breaking the treaty as soon as you
I think that the way units gain experience could be a good way to make Empires and Kingdoms less similar to one another. Empires are described as being a 'survival of the fittest' society, so perhaps their units should gain experience based on actions performed in battle - something along the lines of: exp_gain = x*physical_damage_dealt + y*spell_casting_credit - z*damage_sustained spell_casting_credit = #_level1_spel
I think, in line with what Nathikal said, that it would be much more interesting if Abeix (or other similar creatures) could be interacted with in a manner other than fighting. This could go along the lines of Nathikal's Temple of Abeix, and I might further suggest that these temples serve to increase the power of Abeix, who in exchange lends your spellcasters (I'll call them Preists, for now) its strength - granting access to special spells, but possibly removing access to some of the
Moving units through other units would be nice, though at least for larger groups of units there should be some kind of 'unit cohesion penalty' - i.e., you lose an action or -X defense or something like that. After all, the tile is fairly well packed with larger groups, so friendly units moving through other units should cause some kind of temporary disruption (and to both units, making it undesirable to use this feature in close proximity with an enemy).
Perhaps this issue could be partially solved by implementing a slight randomness to the scale factors on town structures? As in, lets say the Arcane Lab has a default scale factor of 1, make this instead be a random number between .9 and 1.1 (though if this were to get stored with the save game rather than being regenerated on loading, I would expect the save files to grow a lot).
The line of inheritance in this game doesn't really make sense - according to the dynasty table the firstborn child is always the first in line for the throne, unless the firstborn dies or marries into another faction. The dynasty chart should update to show the eldest son as the first in line for succession for non-egalitarian factions (or eldest daughter, if an option for matriarchal factions is added - though I would prefer that I be allowed to set the faction
I feel like this would be at least partially solved if the defense rating was decreased each time it 'blocked' an attack, for instance by attack/10, and possibly have a minimum value of defense/10. This would mean that, eventually, the armor rating should decay to the point where obsolete units can do damage - but the more obsolete the unit, the longer it takes to begin really doing any damage. A slightly more complex formula that factors in just how advanced the weapons and armor are would a
If you are only playing against 1 other faction, and all of its children are girls, then your best hope is to find a minor faction (assuming you've turned on minor factions and it hasn't been destroyed - it seems like all the computer major factions like to kill the only minor faction I have ever seen) and hope that they have a son. Otherwise the way elemental is set up, your dynasty will never grow beyond the first generation. If the other kingdom had sons and they got married off to some ot
Why are food bonuses percentage based? I can understand the +100% food from the Farming Guild, but all the other food production increasing structures are likely to give you fractional amounts of food unless you happen to have enough food resources in the area to produce an even amount of food at that city. As far as I know, fractional amounts of food are completely useless and might as well not exist (although I have seen the computer build housing off of 0.5 or so food and then go into the
I have noticed that in Elemental there is always only one real way to go for armor - the most advanced one you have so long as you can afford to put it on your soldiers. My suggestion is to have several different branches of armor (I am going to give an example with 3 armor branches) that have varied defense bonuses, dodge penalties, and costs. I also think that there should be a higher base dodge rating but the dodge penalties for wearing armor should be heavier and shields should not provid
Park the transport near a beach or next to the city with a harbor, have the unit that you want to load within moving range of the transport, right click on the transport. This cannot be done next to cliffs, only on beaches/by harbors. If you can't recognize the beach, there is a terrain identifier box that you can turn on in the upper right corner of the screen that tells you what kind of terrain your cursor is over. The cloth map does not show beaches very well, so I suggest scanning the coa
Perhaps modify the 'Guard' unit action to follow the target that is 'guarded' and engage anything hostile that the protector unit can see?
AI population for troops issue: I think that this could be partially fixed by making population more of a local resource - as in the city has to have enough free population in order to build the structure or train the troops. You are already tracking the local population for cities in the city size/city level bar, so why not have a %population employed? The way the game is set up right now, I can have 1 giant city with thousands of people in it and lots of tiny cities everywhere that
If you want to simulate the accuracy (or lack thereof), can't you put an accuracy modifier on the weapon? I seem to recall the basic bow having -accuracy as one of its attributes. Also, you could perhaps do something like spells do and have the gun use up all of the available action points every time it is fired. I don't think that you can make the action point cost so high that you lose a turn 'for reloading,' but I suspect that you could make it so that firing the gun casts somethin
In my opinion, so long as the Empires have no form of magical in-battle healing available to them, the Heal spell is too strong early on IF you end up fighting an Empire early enough that you and your enemy are using single soldier units in battles and doing only a few points of damage to one another with each attack - after all, 6 points is about half of the health of a unit early game. That being said, almost any spell that doesn't scale with intelligence is really only useful at ce