ddd888

ddd888

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

[quote who="CogBurn" reply="17" id="3231072"] With the change to the rush cost, the 3 turn build cap should be changed.[/quote] well that should be changed without conditions :D

153 Replies 131,296 Views

[quote who="Heavenfall" reply="8" id="3231037"] Added IsTargetWorthy xml defined checks to spells for the AI. So we (and modders) can define conditions where the AI won't want to cast a spell (ie: don’t cure a unit with less than 5 defense, don’t haste a unit with less than 10 hp, etc) Is it wrong that this has me the most excited? [/quote] eheh no it seemed very cool to me too, cant wait to test it (even if i didnt ge

153 Replies 131,296 Views

hurray for pioneers changes [e digicons]:D[/e] finally armors nerfed many other interesting things for spells and monster, i cant wait to test very bad buff at dodge dodge is already so over the top op and a buff to it? im playing with dodge at 25 % of vanilla and its too much even like this, but too much by a large margin dodge need a HUGE nerf but we will see

153 Replies 131,296 Views

man i dont want to break your dreams but movement is bad since months and its just an equation d=distance X= movement go to d-x+1 and still ai cant do it i hope but i highly doubt ai will be able to chooe targets based on his own dmg and opponent actual defense at release but im crossing fingers with you

10 Replies 4,197 Views

yes ofc the first thing i thought about was stealth, but i have no clue if its possible to mod something similar dodge doesnt work for me, because: -being targeted with 100% dodge is not the same as being stealthed, in fact is much worse, is like being a tank because the opponent would lose 1 attack(or more) -there is magic too, id like a stealthed unit not being targeted by magics for example like sean said teleport could work qui

10 Replies 4,197 Views

well its too complicated right now and impossible to answer my hope in general is that game is quite ok and modders can just add content with eventually some small balance, ie if i want to make new archer maybe i have to modify a bit bows, thats ok, but if i have to rewrite all plates and spells just wouldnt feel ok :P so for this id just want to be a standalone added "class" to work with anything, without many other changes apart from enabling the ai to use it

10 Replies 4,197 Views

im trying to design a real assassin class, squishy and lethal but its not so easy to balance (the use of initiative on many skills is because i dont want the plate to be an option even though its not perfect) my actual idea: ambush: prereq: charge and vital strike works only with a dagger equipped for the first turn of combat you gain critical chance and accuracy equal to your initiative (b

10 Replies 4,197 Views

[quote who="Hound" reply="9" id="3229000"]More about magic... I think they should move away from the type of (city) enchantments that give +1 to X per essence. Conjuring a Wall of Fire around your city is cool.. but +1 to growth or production isn't very magical or exciting. Same with unit enchantments.. flaming weapons = good, invisible +x to y buff = boring. When spells are cast, things need to happen instead of invisibly linger in the background. That's what mu

19 Replies 69,175 Views

yes monsters are the key of many problems i also tried your way of changing monster aggression and it works quite well another problem is that it seems monster aggression depends on defenses, or at least its my impression, thats why imo many ppl complain about ai being immune to monsters ai always keep a few random defenses when he can players usually leave cities empty and move army at will, maybe thats why monster prefer moving towards player cities dunno

30 Replies 23,451 Views

then whats the point of randomness? it doesnt make any sense even if i agree with the general feeling on level up we get too much crap imo every path should have ONLY their own traits + few general common trait this way we get to choose 5 from 7 8 traits each time and so they can all be balanced properly also its a problem of general balance many traits are useless cause the game lack balance in that sector, for exa

3 Replies 2,207 Views

basically MOM :D imo if research is ONLY for spells you need a lot more so its a lot of work and may not be that good unless you make graphics and sounds too also dont forget that in mom researching spells worked because that was linked to mana and combat power otherwise if you research full only its very fast and not that fun so you have to think something to fix this problem for the rest is ok but mostly depends on the qua

9 Replies 44,422 Views

[quote who="keet1" reply="21" id="3227815"]If anything, give an option at map start for even or uneven start locations. I understand the strategical balancing aspect for competitive players but I personally love the randomness to unbalanced start locations. After all, life is not fair and is random and I love the challenge that brings and the outcomes that can come from having good and bad start spots. It keeps it interesting and alive so please do not put an end to rand

87 Replies 302,285 Views

[quote who="Frogboy" reply="15" id="3227693"]I learned a lot from playing this game. I'll put up more of these if people would like. I did a lot of work on this. With regard to unfair starting conditions -I think players who use Ctrl-N should play the AI on one level beyond challenging to make it fair. Because those who hit Ctrl-N to get that good starting spot are getting a pretty huge advantage. [/quote] well it depends, this is a strategy ga

87 Replies 302,285 Views

ok i uploaded my actual build because its quite decent what can you find improved lairs now the lairs work (or at least should) like this: -guardians of the lair dont move and are generally very hard to to take down -lairs spawn wandering creatures that are generally not a big threat early but if you leave them(but not the lower lairs at least) be they can be a threat too, the point is you cant just defend and watch forev

6 Replies 3,517 Views

[quote quoting="post"] If you’re playing Fallen Enchantress, which is best? https://www.elementalgame.com/journals [/quote] ofc essence >material>grain grain is a not a factor early and there are sources for it anyway, material is always a factor, essence is just op( more like enchants are too cheap)

71 Replies 213,069 Views

[quote who="Lord Cobol" reply="20" id="3226724"]I don't really have a problem with winning by OP heroes. [/quote] this just doesnt make any sense, think again plz this is a strategy game there has to be NO op mechanics, AT ALL but yeah i love champions, i love taking care of them and getting them to be very strong, its one of the part of the game i prefer, but they need to find a balance with other parts, only this

30 Replies 13,194 Views

now is 2.9 or 3.0? another thing you can do (if you didnt already) is nerfing the rating of shit abilities there are too many monsters giving a load of xp for really low effort so instead of changing a lot the xp (i tried myself and between 3.0 and 3.1 the difference is HUGE) you can making small changes to xp given (also balancing the problems of vanilla )

856 Replies 2,036,807 Views

[quote who="seanw3" reply="2" id="3226562"]Staves ignore all armor,[/quote] well if they do fire dmg i suppose they are against fire resistance not armor, or?

8 Replies 6,815 Views

they are just all totally unbalanced, just dont bother for now and wait next build as for your questions, i think its considered normal dmg like a bow but being elemental damage can be reduced but the traits/skills reducing elemental dmg

8 Replies 6,815 Views

its not just turns its EVERYTHING just wierd its like multitasking but sometimes i go out to save game and while doing that i get champion level up, monsters attacking, sovereigns asking a tribute i mean WTF just make a normal queue of events and stop it when you are doing something that require the game to not proceed

24 Replies 9,863 Views

tbh the easiest solution is just NOT MAKING champions steamroll everything fast, also reducing the leveling helps all these things actually work, im trying in my modded games and its perfect also another important thing forcing to go champions is the research going into magic is cool going into civilization is a must, at least halfway or so warfare is just not cool as other trees (thats why i added crafted stuff in there to have more moti

30 Replies 13,194 Views

btw its all working i just had to put the stat clean there :D now this brought me so many ideas i wont live enough to do all i want thnx again

8 Replies 3,666 Views

ok, the stat is working (i made it visible to check ) but spell calculation doesnt seemt to get it :/ Unit SummonUnit &nb

8 Replies 3,666 Views

get structure then is: CDATA[[UnitOwner_GetDDD_SummonLevel] ? also i can just add it in coreunitstats or need a different file like you did in your unitstat_BG ?

8 Replies 3,666 Views