To reinforce AndonSage's point: Brad in your future post, can we have some of the reasoning for why some of the proposed changes to the magical system are occurring, and why they're being done a certain way rather than just a list of what the magic changes are or will be? Eg. Whats the aim/goal of moving the elemental books to research from character creation and what advantage does that bring from keeping it in character creation? I don't mean to have you take up a lot of time writin
sabbath519
Regarding: 13 AI Improvements d. Building - “...I saw one [AI city] made up entirely of 13 houses. It's food production was completely in the negative and they had the little fish sign over it. There was no reason why it should have had that many houses and absolutely NOTHING else.”
[quote who="Annatar11" reply="33" id="2744247"] With all due respect, they've said from before beta started that it's going to be a game about humanoid races. They said from before beta started that all sorts of different creatures wouldn't be the core of your armies, and that you'd still be training normal guys. There's no unmet expectation because the expectation was never there. And if people buy the game and are disappointed because all the races are humanoid, the fault is 100
For a turn-based combat RPG try Wizardry 8. I only played it a couple years ago, and it hasn't aged that badly graphically for me at least, (well it's aged, but I still found it drawing me in regardless). It Worked on WinXP, not sure how it performs on Vista/Win 7. Be sure to get a mini-mod that speeds up the walking animation of enemy units to 3x-5x otherwise enemy turns take long as they walk real slow by default. Wizardry 8 Fastmod: http://wolfie.wiz8.de/Wiz8Fast.html
The Troll Shaman has an ability that pops up "confusion" around a unit that reduces a units attack value. It tends to cast it twice per turn. However I've had one of my company of units with ~400 base attack, get reduced to -1000+ attack, only to have the shaman recast the spell and give me +12000 attack (really absurdly high attack values). The ability also doesn't reset at the end of combat, but transfers over a couple game turns on the strategic map or a couple combat turns in a su
https://forums.elementalgame.com/393736 same issue by another poster. Didn't notice when I made a thread.
Same issue here. I've had a squad of 8 get reduced to a party of 4 even though the unit had 380/390 hp intact prior to reloading. I've noticed it happening several times as well. It only seems to happen to injured units.
I have a bug when re-loading a game, where for example, I have a squad of 8 guardsmen units at 380/390 hp (took 10 damage in a fight). If I save, then reload that same turn, then the unit becomes a party of 4 guardsmen with appropriately reduced att/def stats as if it was created as a 4-party and the game forgets that is was a squad of 8. I've also had parties of 4 reduce to lone individual units after reloading. Had it happen to several units now. I only noticed the size of t
[quote who="TheOtherHorseman" reply="59" id="2737907"] It's been said before, but special abilities and traits for constructed units. There are lots of ways to implement these. Some can be item-specific. A warhammer gets Power Strike which does damage + knockback, a high quality shield might let you adopt a defensive stance by forfeiting your move for massive damage reduction. Some can be learned. If the unit has personally killed enough wild spiders, they should get
hopefully the day 0 patch isn't delayed as a result..... 36ish hours to go until that, and as you see, it takes time to roll out a new build.
[quote who="Das123" reply="68" id="2719129"] I'm assuming this is why there isn't a massive amount of diversity in the units from Elemental and why they are pretty much all based on a human model. [/quote] I suspect you're right on that . I've been thinking the same myself after seeing the similar models across the factions in the beta. I could see there being a lot of extra work if one of the races were different in stature and they had to redesign the robes/weapons t
[quote who="niteshade6" reply="65" id="2718980"] the more stuff you have in the game, the harder it is to have good AI and good balance. MoM and MoO II both really captured my imagination with their choices and detail, but the gameplay was always seriously held back by horrible balance and awful AI. Creating a balanced MoM with an intelligent AI would be all that it would really take to dethrone it, but that may be easier said then done. I think this is why people tend to simplify, havin
[quote who="niteshade6" reply="58" id="2717513"] I guess it's another reason to be interested in how elemental turns out. Although no matter how great it is, I doubt it will reach enough people to have the influence that MoM did, just like as great as GalCiv is, it didn't reach enough people to have anywhere near the influence that MOO did. [/quote] I think part of the reason GalCiv never reached the same influence as MOO is that, if you look at both games obj
[quote who="Tridus" reply="1" id="2717598"] If you're looking for things like Elves/Dwarves/Hobbits, you won't find them. [/quote] Yes there are no elves, dwarves, hobbits, however there are "Magnars which are known as 'Demon Elves' in the common tongue" and "Urxen, sometimes called 'goblins' in common". Both quotes taken straight from the Elemental lore page. But they don't look like traditional goblins or elves from AD&D... the different factions/races a