I love this concept. Only thing I'm worried about is that 1 trait per level might be overkill. I can get heroes to around level 16 or higher sometimes. 16 different traits might be confusing.
DsRaider
[quote who="Mortenart" reply="77" id="2906403"] Quoting larienna, reply 74 "Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections" Why not make the player the vassal of the conqueror to keep the player in the game. Yes, this would work better than what is currently proposed, I think. [/quote] Um, I have to disagree. The entire point of killing someone is to remove them from t
I have created a mod designed to make tactical combat more enjoyable. It is designed so players can field more types of troops, and have to think more about designing troops. It also makes fighting the AI and monsters a bit tougher. I would appreciate if people gave it a whirl and gave me some feedback so I can balance it out. Find more information in the below link. Find it: Here
Updated to 0.3 Fixed Dagger graphic error. Added Channeler staff, robe, ring, cloak, and amulet.These items are unlocked through magic tech tree and allow you to boost unit intelligence and magic resistance and make heroes look like magic users. Rebalanced special weapons, ie Blade of Wrath.
[quote]Note to self: Don't share change stats with community prior to a beta release. lol.[/quote] Lol ya..... I am going to have to agree with you there. Especially just one stat without any background
Once again this is mostly just speculation but: Firstly, the lower you take values the less room for variance, and the harder they are to balance. At 2 Hp any bonus hp from leveling mins out at 1 or %50. That's a huge bonus per level. Health amulets or training will be rediculous as well, even if they only add 1 hp. Level 1: If your base unit has no armor then say clubs are 1 dmg. Thus it would still take 2 shots to kill another group(2*4=8). What about s
[quote]More models per unit striking allow them to scale weapons WAY back and still retain their effectiveness, which in turn allows them to re-balance armor. YEE-HAW.[/quote] NO . A higher Attack and Defense to Hp Ratio is bad for so many reasons. Unit Hp should go up not down. Whats your average unit going to have? 2 Hp and 6 Attack? HP wouldn't matter ever, only defense would.....
[quote]Base HP lowered from 10 to 2 for trained units.[/quote] Hard to judge this without more information, but I enjoy rampant baseless speculation too much to let that stop me. This change by itself it seems very weird.... That would actually make groups of 4 have lower health than groups of one and 4 times the dmg? Dmg still drops as units are killed? Getting first strike is going to be really important! Really one thing about this that does scare me is that at
It all looks extremely cool but... [quote]Essence will return as a stat that determines how many units you can imbue. Remaining Essence will be used as an overall power booster to stats.[/quote] What does this mean? Could you please give more details. [quote]Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections[/quote] [e digicons]:rofl:[/e]
[quote who="Mtn_Man" reply="32" id="2905184"]I think we should just have to consider War of Magic to be an abandoned project and that Fallen Enchantress is the "real" Elemental strategy game we've been waiting for.[/quote] I think you missed the point. [quote]1. War of magic is not broken. No g ame is all things to all people. if someone is unhappy with it at this stage I feel bad about that but that isn't the same as the game being incomplete in some way. Heck, galciv and sin
added some more bugs.
Lol. I'm not that great a modder, always assume my ignorance....
Actually hand_left_Lcf seems to work perfectly. Even though it is never used by the game the point apparently exists. Yeah me!
In my Tactical Mod I created a left handed dagger for dual weilding. However the model does not go to the right place. Instead of being in his hand it is sticking out of his arm. Anyone know how to fix this?
Updated to 0.2 Added some dexterity items and rebalanced alot of stuff. This mod already makes combat more enjoyable. As this is a balance mod though it still needs testing, so download it and comment! New Items: Assassin Cloak: A hooded cloak that improves dodge. Needs Superior Equipment Tech. Dual Knife: A knife for dual wielding that increases dodge. Needs Weapons Tech. Dualist's Boots: Boots that increase dodge. Needs Armor Tech.
[quote]@Dsraider, i would really love to see the maritime side of the game get some love, but there's so much cool stuff that can be done there (as you mentioned) that i think it's better left to an expansion, and done altogether (and really well), rather than in drips and drabs in patches. too many unbalanced, unintegrated mechanics in the game already.[/quote] I don't think any of the things I discussed would be to hard too implement. From a coding perspective there is nothing real
[quote]it's actually incredible how quickly this game goes from impossible to pushover once you grasp these basics. get food, grow your populations, build lots of studies, rush food, housing, equipment and party techs. game won. i think that says an interesting thing about this game.[/quote] This
[quote]More use of ships (add resource gathering capabilites, increased movement, add battle capabilities)[/quote] This is probably more of a 1.5 thing but I would like to see: -AI using ships -Trade Ships and sea trade routes -Fish, can only be harvested/buiilt near a city with a harbour -Sea combat, Tactical combat between armies when ships meet. -Sea lanes, like trade roads on ocean that allow units to move over water without building boats.<
Edit: NVM
Thanks Keneta. You know whats funny... it's possible to cheat. If you create Sovereigns with a stat boost under the effects of a mod they retain those stats when the mod is removed! Lol.
[quote]I'm glad the AI gives you a challenge. I'm happy that you find the diplomacy to be meaningful and logical. Sadly, the it feels like the AI is sleeping when ever I play.[/quote] OK, fair enough. Diplomacy is broken as well. However if your looking for a challenge just go FFA style and attack everybody [e digicons]^_^[/e] Ya I know that these things should be fixed but my point is really that aside from the equipping things they aren't really strategic AI problems.
[IMG]http://img827.imageshack.us/img827/1579/banner2uj.jpg[/IMG] Dsraider's Tactical Options and Rebalance Mod Basically tactical combat is too plain and repetitive right now so I am attempting to rebalance it. This mod attempts to fix all the issues mentioned here. I have tested this and it improves the fun factor
[quote]In keeping with this thread's title, the fact that the AI is mentioned nowhere in that list leaves me nervous.[/quote] The AI in Elemental is far from bad. It justs has two weaknesses. 1. It sucks at equipping items. 2. The tactical AI sucks. This means that you can kill 10 times you weight in AI troops. If your looking for a challenge try playing while limiting yourself to the same armor the AI uses and auto resolving all combat. I imagine you will have
[quote]i hope some dynasty improvements in 1.3[/quote] In another thread I believe Frogboy said he was hoping to get to that for 1.4, along with more diplomacy stuff.
[quote]The ones that make sense for FE will likely make it in there too. But this is the direction we're looking to take WOM in.[/quote] Ah, I was wondering about that.