[quote who="LightofAbraxas" reply="2" id="2918104"]Of course, I forsee some major balancing problems with this one when used against sovereigns. But, since Stardock doesn't pay me anything, I'll let the developers deal with that one, if necessary.[/quote] Not really. Sovereigns will not only usually be a player's toughest hero but will have tons of nasty magic to fall back on. If you can get a champion with the trait to such a high level that he can actually kill a soverei
DsRaider
[quote who="Kadrium" reply="136" id="2917851"]The problem might have been that a lot of the submissions were too ambitious for the scope of what traits were meant to accomplish. A lot of the submissions might have made great spells, but were too high powered for traits. Hence, the viable candidates seem 'bland' compared to the effects that may have been really neat but didn't fit as what a trait is supposed to 'do'.[/quote] Exactly. Pages of information and world s
[quote who="Vandenburg" reply="105" id="2917834"]Um... they way you describe it, there is never any "choice" or "decisions" to make. Every conceivable battle system (that isn't just absolute randomness) has a best strategy in any encounter. Any deviance from that optimal strategy is thus, in your way of thinking, not an option and those options there are, are always only illusions of strategy...[/quote] Exactly what I have been trying to say. Every system that forces you to make a
[quote who="kenata" reply="84" id="2917486"]This is not at all true. Let's look at a hypothetical system with multiple weapons all with identical statistics. In this system, we have a 1h sword/shield, a 2h sword, 2h mace and a 2h pike. For all intents and purposes, these 4 weapons all have the exact same attack and defense statistics. Thus, none is better than another at this point in our hypothetical system. To differentiate the weapons we shall give each weapon an ability. The sword/shi
[quote who="Kadrium" reply="80" id="2917438"]I just feel that rock/paper/scissors styles weapon and armor interactions restrict viable choices and remove flexibility and variety by pigeon-holeling the player into tactical unit matchups.[/quote] What's the other choice? Any system where there are multiple weapon choices that isn't horribly broken will have situations where some weapons are better then others.
They have done alot of work on the AI because players were complaining about it, and rightly so. However, they failed to really tone done novice level to make up for the AI improvements across the board. Honestly this is probably because undoubtedly there aren't alot of people who play at novice level.
[quote who="cparkin01" reply="2" id="2917178"]9) Could just be me but can't figure out how to build a combat unit with multiple units in it (groups). Researched the tech, build the command post now what the great blue blazes do you do?[/quote] When you go to build the unit there should be two rows of symbols near the top of the menu. On is veteran level the other is group size. [quote who="cparkin01" reply="2" id="2917178"]7) Resources: Metal
Well I imagine modding in tons of new special weapons won't be hard at all. Before the game even gets out of beta I imagine you will see a extra special weapon mod. However, if you mean in game then from what I have seen it's unlikely.
[quote who="onomastikon" reply="67" id="2916761"]Please: Are there reasons why / why not a system much like the one outlined here can NOT be implemented in EWoM (say, 1.3 or 1.4)?[/quote] Um because it would take so much game engine rewriting that it would pretty much be FE, if it was even possible. Why do something so complicated twice? Just be happy it will be in FE.
The main thing I noticed from the stats given is that ranged weapons might have to long a range and are too similar. How long many squares are there are on the battlefield? You should actually have to worry about positioning your archers, not just sit them back and snipe from the other side of the map. With shorter range you would have to worry about bringing them forward in attacks and protecting them.Much more strategic and cool. Also just one tree of ranged weapons is kinda boring
Uh Bummer. I hope you got alot of money for Impulse..... Honestly I don't see why you would sell off such a great business, which you have been constantly describing as exciting and full of room for growth. However, I imagine you know far more then me. I hope in the long term Impulse keeps it's values, and they probably will no matter what some dark suspicious corner of my mind keeps foretelling.
Super Cool. I can almost taste the strategic depth this all adds.
Quick someone create a politics sub forum! Here in Canada we just started Federal elections so I'm ready to go. [e digicons]XD[/e]
This is in the comments for the video. [quote]Kinda sad that Paxton joind the Stardock republicans. [/quote] Um what? Brad mentioned that some people object to his personal Libertarian political views, but this is ridiculous.
Broken for me as well.
[quote who="Frogboy" reply="18" id="2913936"]I was thinking tonight of a more succinct way to describe the philosophy different. I'd say War of Magic was designed to be a lot more abstract. That's why so many people found it bland I think. The details of the soldiers and magic were not considered core to the game design because ultimately it was about which civilization was able to acquire the most powerful weapons and spells rather than any real concern over how well thos
[quote who="RFHolloway" reply="111" id="2913993"]Appoint sons and daughters Duke/duchess of City name and then you have a mechanism for splitting kingdoms by dynasty (whichever cities are close to thier duke stay with them, whichever are close to the king/capital stay with them.[/quote] I actually love this idea. Allow players to appoint their children dukes of cities, which would grant some sort of significant bonus. When the Sovereign dies his heir takes takes over (cities go neutra
I would not keep them in seperate folders. Just put all my files excluding CoreWeaponsB but including UpdatedweaponsB from the Kenata mod subfolder in the mod folder. Then add Kenata's ability file from his mod to the mod file. It should work.
This is looking awesome! Traits will really help hereoes differentiate themselves, and allow them to fill multiple roles. Random Traits will help make replaying the game fresher. Wow lol. Most the submitted contest trait ideas are pretty over the top. I kept my idea simple.....
You could make an argument that not even the eldest son of sovereigns are as powerful as sovereigns. Thus when a sovereign dies the son who takes over is the one that has the backing of another sovereign.
Release candidate doesn't mean they are necessarily going to release as is. If there are still problems they will probably fix them first. It probably just means that other than those problems they are ready to release.
Updated to 0.4 Added different models for Empire, Kingdom, male, and female robes and staff. Made a Compatibility File for Kenata's Updated Weapons mod. Added Leap ability to Assassin's Cloak. Hey Kenata do you mind if in later versions of my mod I blatantly rip off your stuff? I like how your mod enlivens combat but some of the included abilities clash with my mod. So I want to include most but remove some and change others.
Anyone else notice the version # in Impulse lists this patch as 1.19g[rc]. rc = release candidate?
https://forums.elementalgame.com/402558 A prior discussion on this topic. You may find it interesting.