[quote who="Azunai_" reply="42" id="3353345"] Quoting kendainty, reply 41When upgrading units: if doing an armour upgrade, the game should not try to replace soldier's boots (+1 initiative) with armor-type boots (e.g. leather)! Similarly, it realy shouldn't try to upgrade leather armor into the monk's armor (sure it gives 1 extra defense and 5 dodge, but generally that's not a worthwhile upgrade for the crystal and gold cost!) i think the perfe
Chaosti
Combat mechanic: Fire/ice staves is overpowered. - it is not considered magic, yet does magic damage. Most importantly, [b]They ignore armour[/b]. - Furthermore, things that are magic immune can be attacked with these staves and killed. End-game (turn 120-200) I was running around with armies consisting of: 1 hero (mage, summoning skeletons and other units), 6x5 warg riding ice stave users. The basic plan had t
Quendar race ability: flame tongue - really overpowered to the point of being ridiculous. Needs a fix. It does 2x the damage of the unit's level in melee range in fire damage, and [b]costs no mana to use[/b] Early-game: Level 2 3-man Quendar: 2*3*2 = 12 damage spell Midgame: Level 6 4-man Quendar: 6*4*2 = 48 damage spell Endgame: Level 9 4-man Quendar: 9*4*2 = 72 damage spell Level 9 5-man Quendar: 9*5*2 = 90 dama
Cull the weak is currently way overpowered and should have either of the following (not both though): 1) cannot be cast on summoned units like summon spells and Raise skeletal horde. You can sacrifice lots of slaves if you wish this way for mana. 2) a cooldown timer. I think 3 turns would be recommended. Overall though, I think #1 would be the better fix. Without the ability to convert summons into mana, you can only sacrifice troops, w
Enjoying the game right now, but I do have 2 complaints / comments. First, I'm finding the main issue to be unrest and large nations. Namely... it really seems like building-wise, you're capped at reducing unrest by 30% (20% from town hall, 10% from shrine). There's also palace for the extra 10%... in 1 city in your nation. However, low taxes increases unrest by 22%. And of course, the more cities you have, the
I'm guessing because defensive gives a special type of spear, your starting units will instead default to no equipment (i.e. the 4 damage staffs). This only applies if you do not set your race as Kraxus. However, similarly, a custom Kraxus faction without defensive will start with spearmen that have spears and shields.
Currently, it makes the summon wisp spell an [b]AoE healing spell[/b] turn spell for a mere 30 mana. For me in this game, I was summoning a level 6 wisp which had 22hp and was healing 18 AoE per turn, which was utterly ridiculous.
As the title states, the beastlord class (and those studded collars which perform the same function), and wealthy (start with 500g) are completely unbalanced compared at this time. The beastlord class and studded collars allow you to convert a bear or stalker in the early game to become a 1-man army capable of easily clearing your area (since these creatures tend to have around 40hp and high attack). It makes it trivial to grab all the lairs and such nearby, and
DGB: I went for a trogs custom faction (more carrying capacity = higher initiative!). I set the enemy to random, with a fair mix of kingdoms and empires, which would mean 2 kingdoms (Altar and Gilden) and 1 empire (unknown). Not really any screens today. Very time consuming to do them, and this was mainly a lair hunting segment. Turn 18: Charms tech complete. Shard Harvesting next, and then heroes! Attacked wolf lair. Got leather boots (equipped on
So I heard there some interest in seeing how a ridiculous game plays out. Where its AI's cheating vs OP skills/traits combos. So here we go. :) My plan is to not do any reloads (if heroes die they get their traits). Oh, I am taking full advantage of the auto-battle though (especially vs things like shamans in the early game). Game setup: Faction: Empire of Igis, a Trogs faction with Lucky, Master Scouts, Cult of the 100 Eyes, and Light Plate (not that I t
BlackRainZ: Ah sorry. I had no issue winning on Challenging, where the AI didn't cheat. However, I found it odd that from Challenging to Expert, the AI suddenly goes from (fairly) incompetent, to absolutely massive amounts of cheating. Willie: There's cheating, and then there's cheating to the extent that the game no longer plays like a 4X strategy game. That is ultimately what I feel has happened with FE. <p
I have to say I'm disappointed with the amount of unbalanced traits and combos in this game, and how much the AI cheats. What exactly was the 2 years from Elemental: War of Magic spent on??? I've played a few games at the lower difficulty levels, and got into a dominating position fairly fast. so I decided to go up to expert. Let me describe this second game (after I got slaughtered in the first). It is currently turn 9
It might be wise to delete them. The reason I state is is because in the beta, the sovereigns had 10 points to play with, rather than 6. Similarly, rebalanacing made it so that one of the kingdoms I had previously made (which had master armourer and betrayal combined together) is no longer a possible combination due to point cost.
Definitely agree with the suggestions coming up so far. Here's a few more. :) - Regular units need to have the option to trade/give items to heroes, or sell them in the store. Sometimes a regular unit picks up items like salted port from killing creatures, but you can't get rid of them unless you use them. In one case, I had one pick up a silver flute (I guess it killed the brigands on the map who got that item from failing a quest), but couldn't sell it! &nb
Glad to see my method is working! :D And thanks for the Karma Vallu :D IamDean: Just for the sake of reporting, I purchased and installed the game digitally, unlike trcanberra's which was off a DVD.
(Recopying a post from the dev journal post cause I noticed this thread here ^_^;) Here's how I personally fixed the 1.91GB install thing. It might work for you, might not... I had the 1.91GB download thing initially. The issue seems to be that Impulse wasn't detecting my elemental 1.10 install, so to fix it. 1. Use the "detect application"
This might be a bit late but here's how I personally fixed the 1.91GB install thing in my case. I had the 1.91GB download thing initially. The issue seems to be that Impulse wasn't detecting my elemental 1.10 install, so to fix it. 1. Use the "detect application" (in the menu button to the left of explore). 2. In the dropdown boxes: Product Category -> My Games. Product -> Elemental: War of Magic. Click Import. 3. Right
[quote who="rossanderson48" reply="3" id="2737162"]Don't believe everything you read by these ai beaters they just want the ai ramped up so they exaggerate. Notice they don't tell how many ai opponents they used or that they moved up to ridiculous level and won so easily. I just started one on a medium map with 9 ai opponents with map level at hard and 1 ai opponent on extreme and 1 ai opponent at ridiculous and it certainly wasn't easy. I actually got hit by bandits and a group of
Thanks for all the hard work Frogboy and the dev team. I'm just going to be looking forward to when the agme will be well balanced :D
or you have to research a certain tech in the magic branch to get access to them, which would make sense.
About the 1.2x skills, I would they would let you see the resource production of that city, rather than just say the city name has leveled up, which upgrade do you want? It gets really confusing sometimes :(
Congrats to thsoe who won!
I noticed a lot of issues with spell balancing, and I barely began most of my games. Here's 2 examples that I can recall - level 1 summon in the summoning branch summons a really tough bear which is superior to the most tier 2 and even most tier 3 summons. - TA tier 1 spell costs 3 mana for a combat speed bonus of int/10 with infinite range. A tier 2 costs 10 mana for +1 speed with only 1 range???
It was really weird. But somehow I managed to end up with 2 stacks on a ship in a campaign. A full stack of 10 units in 1, and a 2nd stack of 1 unit in the other. While the ship stack of 10 could move at full ship speed of 4.0. the stack of 1 land unit could only move at his regular speed of 2.0, and had to be moved after the ship stack moved 1 spot. So I would have to manually move the ship one then move the other stack into the sh
I have to agree with that... hahaha... I just had a game against the snathi where the leader was a 74 att, 11 def, 49hp guy with a human female (pathetic stats, like 1 att 0 def 8hp). Which was fine. I finally got an army ready with 5 parties of archers, my queen, and 4 summons ready to attack... ... Only to see his son mature, and turn out to have 495 att, 364 def, and 54hp.