Doesn't the Sweep ability have only 33% chance of working? There are different abilities with the same name, do they work differently or..? Also Flurry feels hilariously overpowered, is it intended to be so good? With some accuracy and/or an axe the accuracy penalty doesn't really matter. And it doesn't just give 3 attacks, it gives 3 turns - movements, items usages etc all work. The bandit bands early game seem too powerful compared to most monsters. Somehow I'
Keemossi
Just installed the mod and trying different stuff.. seems great so far. But Path of the Governor doesn't give any xp / turn like it's supposed to..?
What, humans with different skin colours aren't diverse enough? Does the hurl boulder really ignore armour? I thought DefendableDamage meant it's resisted by armour. Meh. Don't get why the most physical spell of them all would be the one that ignores armour, anyway :)
I'm divided on the city snaking. On the other hand, the cities look pretty weird. On the other hand it's the only thing that gives any meaning to building placement. Cities tend to look more unique with snaking. Imo building cities to grab resources is fine. I'd rather have some kind of outpost or similar, maybe have to defend a caravan route between outpost and city, but it works. As long as every resource that's not tied to a town needs to be defended. Choosing city locations
I agree, the magic book costs should be higher. Researching/acquiring them shouldn't be as easy as it's now - I'm referring to that tech that gives Summoning, Restoration and some third school, and it's really easy to get. Imo tech/spellbook, and some if not all spellbooks should require a quest or goodie hut also. Atm spell books don't really exist in any practical sense, especially as the spells are all so similar, boring, and often really weak.
So, if you buy game you're somehow magically guaranteed not to be a troll? I haven't noticed much problems on these forums, except few thread on same topic. Some people don't bother searching much before posting, that's not going to be solved by requiring serial key.
Most units are humans, they shouldn't last too many hits from a sword or arrow. Low health values can work, as long as the system is built around that. Atm it really isn't, though. But raising health would need mechanics changes too.
What about troops with attack Tbh there are lots of better suggestions in other thread(s). The attack/damage system is bad atm, simply raising the minimum damage a bit probably wouldn't cut it.
I always found it's too easy to be diplomatic in GC2 (only played with expansions though). I have what I consider a bad habit of playing with diplomacy and researching tech instead of going to war, and in GC2 it's too effective, as it's in Elemental. It's a bad habit because the diplomacy can still be played against the AI more easily than straight war, and usually no AI race will be in good relations with others. It's too easy to become a superpower in peace. I haven't yet seen any a
[quote who="seanw3" reply="2" id="2732164"]It sucks that this causes all heroes to become wizards, as a melee is an epic joke. I wonder if this is a memory concern or a programming difficulty. Also the heroes need more health. I am thinking of making this my first mod. -Elemental: War of Magic: Useful Heroes-[/quote] Becoming a wizard isn't an option either, damage spells are kinda bad. Summons need just essence, so might as well be an arche
Regarding tactical combat still, this is far smaller issue than any in the OP, but anyway: Weapon speeds should modify the cost to make an attack, not total tactical combat action point pool. Wielding some weapons grants more action points, which can also be used to cast spells. That feels weird. Also, in the current system weapon speeds aren't really relative to each other - warhammer is just as fast as other weapons for most units, as long as they don't drag the speed down to 0. In
Ye, unless it's a really big ogre, it will still be hitting one guy at a time, and it's against that guy's armor that the damage is counted. Even assuming abstracted multiple attacks (or ogre hitting multiple units at once with the big club) the armour shouldn't be equal to the combined armour of units.
As long as the basic mechanics are good, balancing isn't that big problem. There are lots of people interested in doing, and doing, mods. Atm mods simply cannot fix most of these issues. Werewindlefr, on Empire side warhammers are really cheap atm. 40 attack/hammer, speed doesn't matter as single hit could kill. Or do 1 damage, but that goes for all units. Few of those carries over early game, later resources tend to be plentiful. Imo some kind of system for doing AoE-damage t
I strongly agree with OP on each point. The combat mechanics need pretty much a complete overhaul. As do spells in general, though they're less of an issue as long as they can be modded flexibly enough. +1, too, covered most of the bigger issues really well :)
The stones are all over, even without the quest. Seems like half of the notable locations just give a midnight stone. I just finished the quest on turn 25 or so, with 2 leftover stones.
Raven X, that's just what requires unwrapping. The model needs an UV-map that tells what parts of the flat texture represent parts in the actual model. There are different ways to unwrap a model, but usually there needs to be some pointers for the program what parts should be one piece on the texture etc. Blender can do much of that automatically though. What file format you'd use for the 3d-models, btw? Btw, Civfreak, I find it easier to use mirror modifier instead of whole model and
Thanks Civfreak. I made the wings separate from the rest and added later.. I had some problems with face normals facing wrong direction when doing the skin flaps between wingbones however.. that's part of the frustation that kinda killed my motivation. I'm using Blender too, same version I think. The poly count is shown somewhere on the upper right corner. I was going for similar crests like you have on your model's head, too.. but Das123 is right, they'd be better as sub-part
[quote who="Raven X" reply="22" id="2709399"] That looks real nice too. Actually low poly is ok since the models won't be seen too big anyway on the battlefield. That's great work Ok, so you and Civfreak can slug it out to see who's model gets to be in the Dragonlance Mod [/quote] I mean, doing low poly is the problem. Wings, for example, might need to be flat with fancy textures. And I'd really fancy those scaly crests on head, but I can't figure out how to
I also tried making a draconian few days ago.. then I realized it would have to be really low poly (probably, Elemental's models don't seem very complex to me) and I couldn't really figure out how to make this low poly and still look nice. Would need some nice textures, and I've got no idea what kind of textures would still work in Elemental. Also, I'm kinda bad at this. Anyway, I was working on this. I added
If thered' be both zone of control and attacks of opportunity, imo every unit that has a melee weapon should have zone of control. Attacks of opportunity could be a special ability from certain weapons or such. Maybe fast weapons allow attacks of opportunity if unit didn't move during it's turn or such. Invisibility spell for ignoring zones of control :)
Thirded. Elemental crashes when alt+tabbed/clicking on the other screen while on fullscreen etc. I wouldn't mind if there was an option to have windowed Elemental contain cursor too. Fullscreen windowed with contained cursor would be awesome :D
[quote who="bonscott" reply="33" id="2708198"]If they continue more down that road then DA2 for me goes from "must buy" to "will get when it hits the $8 bargain bin in a couple years". A shame.[/quote] If most of the info on DA 2 on this thread is true.. that's quite enough for me. Won't be buying DA2.. ..unless they make it hack'n'slash. That could work! Horrible close-up camera would be non-issue. Though not getting to choose character would still suck.
How are attacks of opportunity harder to implement/understand than limited movement near enemies? Though that could also work. I like attacks as penalty more though. Especially if pushing enemies away with spells can trigger them.. and other silliness :> Agreed on AoW-style ranged combat. Ranged weapons are simply too good as focus fire, and they really need ranged penalties too. Adding some mechanics mentioned in this thread would open lots of new po
Nethack Dominions 3 Diablo 2 Age of Wonders: Shadow Magic Heroes 5 Sins of a Solar Empire Nethack is The laptop game.. doesn't cause too much overheating :>
One thing that really bothers me is the Empire races. Spesifically.. three of them are humans with emo skins. One is humans with red skins. And then there's angry-looking humans who are humans. I don't get this colour coding.. if they're artificially created dragon/men things, why do they have to look like differently coloured men? I hope they at least got some interesting personalities, other than 'evil' :) ..I hate Eddings-style races.