Those are some good points, Edwin. For the sake of gameplay, however, I think that it would serve better for the vast majority of weapons to strike at the same time, and have "first strike" as a trained ability which increases the value (and therefore cost) of the unit. Certainly require those units with first strike to be armed with a certain selection of weapons; I mean striking first with a hammer when your opponent has a Poleax is just silly.<
Malsqueek
There is some pretty compelling ideas happening in this thread. If we got a well executed set of initiative and "response" abilities I think it would create a VERY robust tactical experience without bogging down the interface or speed of combat much. Some refinements upon above ideas; [b]Initiative -[/b] I'm a little uncertain whether i prefer a "defender first" or a "movement by unit initiative" approach, but in my head, the unit initiative appro
[quote who="Robert Hentschke" reply="2" id="2786666"] With that kind of scale, the only healing that works is a factor. Friendly territory: 5% per turn Garrisoned in a city: 10% per turn Healer's Temple: +15 % per turn [/quote] I would also very much like to see these healing rates implemented. I was initially thinking more like 10% in the wild, and 25% in the cities, but I like the separation
[quote who="Istari" reply="140" id="2783576"] If I remember correctly, MoM had what I might refer to as a GMP, but only you (your wizard) had access to it. Your heroes and magic-able units did not draw from your GMP at all, but had their own individual mana pools, or limited magical attacks. Heroes could only cast spells within combat, and their mana limit reset after every combat (or after every turn, I'm not sure now). But I haven't played it in a while so I could be wrong.
[quote who="Istari" reply="135" id="2782734"] I think some clarification is needed on what 'Global Mana Pool' is defined as for this game. Given that in the recent 'Update Schedule' post by Frogboy, he states that it will be a 'Shared Mana Pool', I have a technical question. Does it mean that there is X amount of mana in the whole worlds' (i.e. Global) mana pool at any one time, and Channelers and other casters draw from this to cast spells? -- Or -- <br
1) Better access to sovereign starting abilities, and selectable spellbooks 2)Several new areas of effect for spells; Specifically a line/row (variable size/direction), a cross shape (variable size), and a row of affected squares between caster and target. These two things would allow modders to really start making some robust and fantastic magic mods.
These things would be great. More variation in landforms in general, More fertile land spots near rivers than away from them, and the "remains of epic destruction" would be fantastic. Especially when you get really high-level spells and can create the effects that caused those terrain inconsistencies in the first place.
[quote who="Nick-Danger" reply="16" id="2779557"] If properly balanced, this might help with the endgame conundrum -- the end-game shouldn't drag on and on and be a chore, but the loss of a city or 2 shouldn't cause one's rapid collapse.[/quote] Indeed. If essence were more of a meta-mana which regenerated super-slow, and spending it reduced your casting capacity over a period of time before returning to full power (a lizard regrowing a lost limb, for instance), I could see it wo
Kids these days! When I was your age, I was [i]thankful[/i] for units with a movement of more than one! Three tiles was ludicrously fast! :D Seriously though, I'd rather see movement go up less, and see abilities and effects that decrease the cost of overland movement because of what having 7 movement does to tactical combat.
Those are fair points, Nick. I just don't feel as though using essence as the tool to accomplish them has a greater weight of benefits than negatives. I would be curious, however, to see how a more "financially punish the big bureaucracy" approach would work. Capital city is maintenance cost-free, and then install distance "tiers" which tack a cost in materials and gold every turn onto cities that are farther away from the capital. I wou
[quote who="Satrhan" reply="87" id="2779482"] I do agree however that there needs to be a way to determine how much mana a hero can use each turn, otherwise all imbued heroes would feel the same. The wisdom stat could be used for this, with the intelligence stat determining how well the mana is used (how much damage it can do, for instance)[/quote] Frankly, Imbued heroes should be given the capacity to toss around a single spell (or small selection thereof), a
[quote who="Gwenio1" reply="2" id="2779075"]Perhaps the desicion for which child goes to whom should be negotiable (you pay to get the extra unit or they pay you to get one)?[/quote] This right here, or negotiable after the "first in line for the throne" child. You'd want to keep the kids from infighting, right?
I disliked the beta method a great deal. Sure, it stuck with the theme better, but it REALLY hampered the way that I like to play the game, and my enjoyment (is that the right word for Beta?) of the game was impacted because of it. I would not *mind* requiring sovereigns to "seed" revitalized areas, but if that is to be the case, there needs to be a pretty rapid expansion (like 1 radius every 10 turns or so, with a HUGE limit) from all cities, and sovereigns would need
Left click to cast spell, Right click to open spellbook and assign spell for hotkey.
I wanted to repost this in its own thread so it didn't get lost. Here is the original [url] https://forums.elementalgame.com/397160/page/3 [/url] I'm wholly behind the Global Mana pool. It's a good system, it will help modders because it is flexible, and it will require choices to be made in all aspects of the game. What I'm genuinely curious about is
I'm wholly behind the Global Mana pool. It's a good system, it will help modders because it is flexible, and it will require choices to be made in all aspects of the game. What I'm genuinely curious about is the impact of shards. I agree with several of the previous posters that simply having shards poop out 1 mana per turn if you control them is pretty lame. There is limited strategic value in that, and really devalues what they seem to BE according to the Mythos of El
"Overpowered" is really a question of context more than anything else. Let's take a look at two of the common recipients of this moniker; Ranged Tactical Combat and 1.08 Magic. For the Ranged Tactical Combat you have a few things to consider. First and foremost is the Archer's ability to strike a melee unit without fear of counter attack. While in terms of how the AI responds to ranged attacks makes this *seem* overpowered, it really isn't its jus
[quote who="Kilsonx" reply="42" id="2775981"] But any problems with the other stuff? I would like to see bows balanced by Having ammo. Can see Some New Equipment - make It Auto Equip the Arrow Quiver when a bow is equiped. Small Arrow Quiver (6), Arrow Quiver (12), Large Arrow Quiver(24) The bigger with a speed penilty or something... Lol back to work for me [/quote] In terms of your other
[quote who="Kilsonx" reply="37" id="2775772"]One we need a more effective armor system - Light Armors should give bonus to movement- [/quote] That's a little backwards. Wearing MORE things should never make you move faster unless it is power armor. Light armor (padded, leather) should have a negligible effect on movement, and all other armors should reduce your maximum speed to a set amount.
Are the only shapes currently supported by the magic system single tiles, and squares, or can we do more complex shapes? Specifically, I was hoping to work on a short range fire spell that sprays out forward in an arc, and a traditional Lightning Bolt spell which would hit each tile between the caster and the selected tile.
[quote who="Frogboy" reply="46" id="2772219"] I'm seeing checkins coming across my email so it won't be tomorrow morning. Thursday is our typical release update window which is what I'd plan on.[/quote] Disappointing, but cool. I'll still have an extra whiskey for you guys while I play 1.07 tomorrow.
Tell you what, Frogboy... If 1.08 is ready to install tomorrow morning so I can enjoy it on my day off, I'll have an extra whiskey for you! [e digicons]:grin:[/e] Seriously though, thanks SD for all your hard work these last few weeks!
[quote who="random_target" reply="4" id="2769246"]Sometimes, heroes will offer their services, units will want to join, a seller will offer a random magical item or resource, maybe even quest maps or an arranged marriage for your son. The higher your diplomatic points are, the better and more frequent these random rewards get. You can even trade the points themselves in the said events to get the feel of an actual resource.[/quote] <
So, I know that we are looking at balancing and redoing the combat system. The hard mechanics are not of interest to me at this point. other people who are better with numbers are working out the nuts and bolts as we speak. The thing that bothers me is how really generic all the units seem to be in design and practice. I (like many others) think that the unit design needs a pretty dramatic overhaul, and the following are some things that I would really like to see. I th
Thanks for all the hard work Stardock! We are four steps closer to our perfect Elemental!