Great job guys. This mod is looking great. I did find a bug when playing as Capitar. The "Hut" was not listed as a buildable improvement for a city. Altar was able to and both factions can without mods enabled.
jecjackal
Just wanted to see how everything is going Frogboy. Best of luck on 1.3
[quote who="Frogboy" reply="213" id="2936859"]Essence won't get into v1.3 but if there's a v1.4 that's where I'd like to bring it back. I want the essence mechanic along with champions to be a much more structured thing. You'll see some of that in v1.3. [/quote] Sounds great. I had a quick question about the beta. Are you going to try to implement all of the features before a public beta or splice them in as you
[quote who="Frogboy" reply="3" id="2936858"]Personally, I would like to keep working on WOM well beyond v1.3 because there isn't quite the massive expectations with making tweaks that I ran into with games like GalCiv. For instance, I *hate* the economic system in GalCiv 2 but I was afraid to redo it in a free update because there'd been a riot. But with WOM, I don't have quite that pressure because the game has a 56 metacritic score and those who don't l
Currently the guardian upgrade really doesn't do much good as a city level up choice. It may help in the short term by getting a unit early on with armor and maybe and ability but in the long term, it hurts the city. Here is my suggestion on how to improve this city level up bonus City Bound Guardians cannot ever leave a city. In addition, guardians having their soul tethered to this place will regenerate if defeated. So whe
Could someone define the Kickstarter term for me? I'd love to weigh in but I'm not exactly sure what your talking about.
I think everyone lost sight as to what this patch is about. This patch was about fixing the Engine . The engine is the foundation of the game. All other parts of the game are built upon it. The engine handles memory, resources and all of the "behind the scenes" part of the game. The following are not part of a game engine. AI Game Items Magic System Quests Buildings &
[quote who="TorinReborn" reply="66" id="2932447"]I actually played this version for a lot longer then most other versions but what killed me in the end was that I was exploring like crazy and everything was so empty. I found like up to 10 "goody huts", 1 quest hut, 3 food resources, 1 iron, 1 gold and 3 shards (and 2 refugee camps) and all of that on a fair sized area (was exploring with a small group of sovereign+champion+familiar+golem and 2x1 wanderers). Even the monsters were m
SD, take your time with 1.3. When you are ready for beta testers, I will be there trying to help balance the game. Until then "WITH FIRE AND SWORD"
Wow, you could even call this mod "Elemental: Resurrection". Its this type of uniqueness that the game really needs atm.
Thanks for the great dev journal Derek. Its been a little too quiet around here lately. I'm just going to propose a small suggestion. As for random techs being "visable" in the tree. You could always have all random techs visible from the start and denote them with an icon (Dice maybe, question mark). Then when the prereq's have been met, the tech will either fade signaling that it was not available or it will be researchable.
So if were are lucky, we may have the patch Tomorrow/Early next week?
Forgive me i'm naive on the "Gone Gold" term. Does this mean 1.2 is feature locked or its about to be released? (or something else?)
I downloaded and started using the following mods. Keneta's Updated Weapons (Still can't download the latest one but I had an older version) Impnic's Adventure Content Pack HaevenFall's Expanded Factions HavenFall's AI Tweaks I set the game on unstoppable (in AI tweaks) and started playing. I have to say that the game is MUCH harder when on this difficulty. The extra quests from AC
Is anyone else having a hard time downloading the mod? I get a 404 when I click on "download" in winCustomize (where the mod is uploaded at).
In addition to healing, i think unit production needs to be increased. Healing could be fixed by saying a unit heals 20% of its health each turn. Apothecary Could be a trait or a character ability that increases healing rate by 10% Hospital Each hospital increases the heal rate by 5%. Training Yard Increases training points by 5.
When ever i used moral in a game I designed (for funzies, never a published game). I always used something like the following. Morale is a % modifier to all skill abilities. In elemental this would translate to accuracy, dodge. This is not a direct translation. What I mena is that if your morale is at 50 percent, you don't have a 50 percent penalty to accuracy and dodge. You might have a 20% penalty. Morale Modifiers U
[quote who="Dsraider" reply="4" id="2921121"]For increased difficulty try my Tactical Rebalance Mod v0.9, and Heavenfall's AI Tweak mod.[/quote] I would like to thank you for pointing out these two mods. I'll definitely give them a go next week. Thanks
For number 3 I meant SOTS (Sword of the stars). Sorry bout that.
I have been playing E:WOM since beta3 and I think a lot of folks will agree with me that the game is currently too easy. There are a few reasons why the game is easy. Without delving into balance/AI changes, I think there are a handful of things the devs could implement to add a lot more challenge to the game. Some of these shouldn't be too ahrd to add either. Teams- I would like to be able to have 10 AI's on ridiculous starting united on a team against me. AI
Tactical battles: AI re-design Magic tech: Clairvoyance (allows remote channeler to cast spells into a battle) Tactical battles: Casting time on spells. Does this mean that you finally have the reigns of the Tactical AI Frogboy?
Here is a thought on the dynasty system. If the player is defeated and there is an heir, the player gets the option of saving the current game as a "scenario". The player would immediately get a score based upon the outcome of their inital sovereign's life. Then if the player chooses, they resume the same game as their heir. If egalitarian (sp?) is chosen, then the eldest child is the heir. Else the eldest son is the heir.
What I think is raising red flags for people about the health reduction is the following Current (1.1) Health: 10 base. (actually I started a test game as relias of Altar and it showed 12 from 5 constitution). Attack: 5 with staff. 1.3 Health 8 (2 base * 4) Attack 20 (4 rolls of 5). Without knowing the rest of the changes in detail (and play
I thought I would also mention this about training time. This has a lot to do with how the economy of the game is structured. Total War Training In the total war series, the basic units (peasants, militia, light infantry) could be trained in 1 season (turn). The more advanced units (knights, gun users) took 2-3 turns. Units can
[quote who="nates1984" reply="24" id="2905376"] Base HP lowered from 10 to 2 for trained units. This is the only one I'm worried about. The rest of the changes seem pretty nice though.[/quote] I second that. were headed back in the old direction of one-shot kills. For other vets just recall the base of 5 hp and how easily soldiers died. Now what would make me feel good about this is an overall reduction in training time