ddd888

ddd888

Joined Member # 3558148
74 Posts 1,182 Replies 15,697 Reputation

[quote who="Heavenfall" reply="16" id="3238197"]I would like to see something a little bit more aggressive than a boring mana cost. 1) sacrificing an entire shard to rejuvenate someone (you can only use the shard type of magic your sovereign or that hero controls) 2) "blood magic", sacrificing hundreds of population in order to restore someone to life but this also makes you lose faction prestige 3) "retreats" that function like hospita

17 Replies 16,296 Views

yes thats pretty much it so i think in general money was unbalanced on the maintenance part of the system even though mid end game there are so many expensive things to buy and champions to hire basically this game is so much different from every other management game because you need to keep a balance even for the first part of the game (like every other civ or so ) but you need to increase greatly the income as the game progress (while i

6 Replies 5,275 Views

there was this other thread https://forums.elementalgame.com/432625 while i like your idea atm i think its impossible duration can not be modded (and its a bad bad thing i was trying to do a similar stuff, i really hope they change very soon and allow us (and themselves) to make dynamic durations, cooldowns etc etc)

3 Replies 2,387 Views

yes i think spell casting is disabled into autocombat this is a MAJOR problem for many reasons the main idea i think was not wasting mana for easy fight, like if you go around with an army and meet a wolf you autocombat but dont want the ai to use buff etc to not waste mana the big problems are all the spell casting things are severely nerfed, both monsters but also mage champions are much much weaker in autocombat calculations &nb

3 Replies 5,331 Views

[quote who="joeball123" reply="5" id="3237987"]I dislike that this ability applies a stacking penalty - at present, the maximum cutting defense available comes from Masterwork Chain (52 defense) if you have it, or Champion Plate (37 defense) if you don't. Plate and regular chain are equivalent, at 32 defense against cutting attacks. This means that if I keep a couple groups of 9 axemen in my army, I can almost completely negate the defense of any unit relatively quickly, even

8 Replies 5,624 Views

[quote who="Heavenfall" reply="18" id="3238101"] There is no such operator for comparison ">", but if you have an idea how to accomplish it I am obviously all ears. It is keeping me from being able to add special abilities to units.[/quote] there is... check all is target worthy stuff they all are about is hp >20, is armor >10 etc etc

22 Replies 7,697 Views

yes seems good but you need to think something for champions surely sunder multiplied by troops count is good but what for champions? 1 armor reductions is more usless than backswing you would never use a axe on them

8 Replies 5,624 Views

[quote who="Heavenfall" reply="14" id="3237875"]There's no good way for modders to multiply damage after the amount of members in a unit. The reason is that 5 strikes with 4 cutting attack is not the same as 1 strike with 20 cutting attack. [/quote] its not like everything in troops need to be 5 attacks for each skill or the hell will freeze :P anyway if you really want it just make a long xml modifier1 apply d

22 Replies 7,697 Views

yes that would be much more balanced even though its hardly doable how to decide what is the real "time"? lets assumoe 2 units have on average 20 init time for that battle woudl be 20 then if you hast one it doesnt matter, turn would stil be set on 20 but what happens 500 turns later? maybe a fight face 2 units with 40 initiative would it make sense to set "time" to 20 even then? do you have

14 Replies 5,500 Views

this time i get FE cant be located in your system blabla registry path=value HKLM/SOFTWARE\stardock\drengin.net\elementalFE result %folderexists% i had clean install last patch

1 Replies 1,468 Views

[quote who="Markon" reply="3" id="3237848"] (As in, make it harder for champions to be as OPed, but also help make sure one or two good enemy debuffs don't cripple a character (or multiple characters) of yours for an entire fight, no problem)[/quote] yes thats the main problem, blindness destroy any non mage and has no counter at all, but in general i agree with you its just more balanced

9 Replies 4,052 Views

in my modded version blindness is like that, its totally nonsense the vanilla, i made it last 3 turns and its op anyway haste slow are quite ok but im probably nerfing them too with a duration tbh i think its far better to have support mages helping the team costantly with buffs/debuffs instead of the nobrainer buff all at start and gg ofc your not forced to use such a champion, you can make it nuker or warrior or what you like wha

9 Replies 4,052 Views

[quote who="seanw3" reply="8" id="3237654"] The danger is in the human poisoning the whole army, which does massive damage overall. The AI won't switch targets for the sake of poisoning. Humans do it every time. So there is no real hope of balancing the use of poison in that respect. At least making it stack helps the AI a little.[/quote] yes this is the greatest problem i encounter that i have to think 10 times how to make things not so nerfed for ai [quo

22 Replies 7,697 Views

im trying something cooler, i gave all daggers bleeding effects (which is similar to a poison, just stronger because its not reduced by resist/poisons def ) basically each attack deal few more dmg for a few turns(not many, its supposed to be less dot than poison) (being true damage also solve the problem of dagger being so inferior against armored ppl) also i made few stats to modify strenght of bleeding and its length and traits for champions to improve in many ways bleeding, s

22 Replies 7,697 Views

[quote who="seanw3" reply="133" id="3237627"]Rebalancing Monsters to Prevent Kiting on the Large and Powerful 1. Does it match the games focus? Yes. Large, one unit monsters are part of the game. Making them impossible or nigh impossible to kite seems a must have. 2. Does it solve a problem? Yes. With the right amount of extra moves, counterattacks, teleports (called flying strikes and burrowing), random charges and deadly ranged attacks the problem

159 Replies 301,402 Views

[quote who="Heavenfall" reply="130" id="3237619"]As long as Freeze is in the game, every enemy without a constant ranged attack can be kited.[/quote] well that just one of the non balanced spells in the game try putting 150 mana on it and see if you can kite each fight :P

159 Replies 301,402 Views

[quote who="Derek Paxton" reply="126" id="3237602"] Quoting cardinaldirection, reply 111 Quoting joasoze, reply 109 If you focus on initiative and movement there is not much the monsters can do about kiting. Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats. I agree with this with some addit

159 Replies 301,402 Views

[quote who="GFireflyE" reply="7" id="3237593"] I'll toss my idea here too: Have the tatical map decrease in size every X turns. This allows units to initially kite, but with a time limit, as eventually they must duke it out in melee. [/quote] it seems counterintuitive as solution :P also i think its quite complicated to realize

14 Replies 5,500 Views

do you guys understand that this system totally DESTROY the balance that is already on the edge with turn limit all melees will be even more useless the point of melees is that it take N turns to start doing things, but when they do they are strong making a limit means every melee is so much less effective also its basically a kiting exploit even empowered basically every battle restart with melee far aways FORCED to take n hits each rest

159 Replies 301,402 Views

[quote who="Heavenfall" reply="2" id="3237547"]In my mod I am moving most tactical health regeneration over to a 10 round timer, ie it stops working after the unit has acted 10 times. It doesn't remove the problem with units filling up health by idling in easy battles, but it should put a stop to those who use it to build super-high initiative units that go in, fight, then retreat and kite until they are full health again.[/quote] thats a good idea with mons

14 Replies 5,500 Views