Aniaas

Aniaas

Joined Member # 4016896
3 Posts 15 Replies 231 Reputation

The whole problem we have now is that strong units have a very real possibility of having the best training ang equipment but still only managing 4 damage. Tactics demand a certain level of predictability - my archers'll do about X damage, my footmen Y etc. Otherwise you're just throwing units at each other and trusting to luck that you'll do half of your max damage. So why would you have the option to turn the random nature up? If anything the random factor could increase in harder difficult

2 Replies 4,626 Views

Um - blunt weapons don't do squat against heavy armour. Why do you think knights used lances and swords on each other as opposed to clubs? Heavy armour is designed to withstand impact - people just wanted to get a blade in the gaps between pieces. I know movies like to show some huge barbarian swinging most of a tree into armoured men, but it doesn't actually work like that! In fact maces, hammers and the like were meant for buckling light armour.

3 Replies 5,060 Views

and another point - if food became scarce i.e. -ve amount - wouldn't the people just buy the food off of the merchant before he sold it to whom so ever? why would they starve if the merchant is selling food?

8 Replies 8,264 Views

If that were the case I would like to choose what I can sell - I have tons of iron and materials lying about wothout some daft twit selling my valuable sustanance.

8 Replies 8,264 Views

"pretty much a death sentence to anyone who loses a city early on" sorry I should have explained that a bit better - rather than it just increasing I meant it would be a function of the total number of cities and settler you had at the time - my apologies for thinking things in my head and not writing them down. As to smaller maps - why not have different scalers for different sized maps? EDIT: the material thing was more early on - I don't know what happened, no-on

7 Replies 6,804 Views

just a note on the flow of the Sov background - 'slipped up' sounds a bit incongruous with the mytic tone of its context - perhaps "... for so very long have erred allowing Strahd to tear his dimensional bonds asunder" or something like that? Otherwise - great mod

134 Replies 302,427 Views

I was reading the posts and it seems that an awful lot of the tweaks and rebalances on the strategic side of the game revolve around the dev trying to convince people no to spam cities - merchants take food so you don't spam cities for gold etc etc. This causes annoyance due to the fact that by and large most maps are random and you can't be garunteed enough of one resource to justify the 'conversion' buildings Frogboy has mentioned unless you make one for every combination (fo

7 Replies 6,804 Views

Actually you could take this idea even further - to the point where resources could not only be worth defending but vitally important - Here's my idea - you can build on a resource: a- the original building (bonk) b- 2 upgrades that increase output/efficiency c- after productivity is maxed you can build 1 of 2 possible 'end upgrades' for the resource. eg. An old growth forset (as Kingdom) 1 - Lumber camp 2- Lumber camp lvl

7 Replies 7,913 Views

[quote who=" luketan " reply="25" id="2778713"]See https://forums.elementalgame.com/397160/#2778711 It's worse than I thought. [/quote] As it stands I think that it's a VERY bad plan - shard have always been a rarity, a gem in the desert when you are exploring. If you convert them into mana factories it just seems that you're taking the mystique out opf magic. It isn't so much "channeling the power exude

26 Replies 19,050 Views

I suppoe I am looking at this from a ver Lore-oriented point of view - which befits the variety of gamer I am. If I were a channeler then allow other to cast from my mana pool (Imbued Champions) wouldn't be a big deal. The problem arises when you consider my childen - they aren't imbued they have inherited my "magical nature" - not my magic, the essence of being magic al. This should mean that they generate their own mana as innately magical people - they don't d

26 Replies 19,050 Views

I would just like to thank the devs for rising magnificently to the occasion on the matter of theis whole 'Champion' debacle - a 1 day hotfix is demonstrative of a company that cares about its customers. On a side note I would question the realism of merchants requiring food, food is used by houses as people take food home to eat - why must the merchant supply food to his home and his workplace? If you are trying to limit the number of merchants by tying it to food, why not just decre

8 Replies 8,264 Views

I don't think upkeep is strictly necessary - I don't want my fire giants vanishing because I summoned an ive giant and that depleted my mana. If you want some form of upkeep, then I suggest you say that an enchantment takes 1 essence in upkeep - decreasing max mana until the enchantment is dispelled (either by killing the unit or ending the enchantment). I just don't think that having an overall mana pool is good gamewise as it would mean that fairly incompetant channelers like recently imbue

26 Replies 19,050 Views

I observe the plans of a global mana pool with growing concern. I think that the idea of a global mana could put users in a bind if they use it all up in some epic battle, all of their spellcasters would be rendered inert. A better solution in my humble opinion is to lower the cost of some spells and have mana regeneration as a function of essence. Got 3 essence? You'll get about 1 per turn. Got 40? Get about 5 per turn. This in my opinion not only works better than a mana pot in the

26 Replies 19,050 Views

Mayhaps, a unit akin to the constructor of GCII - could build strategic structures like teleportation gates, Observation towers and recovery encampments.

154 Replies 397,346 Views

1. Night 2.Strategic 3. ? 4. 50 (10/turn for a max of 5 turns) 5. perhaps an ice shard - a dark/ruin/chaos shard if one exists 6. Covers a ring of 12 tiles in diameter in Night for 3 turns - in night tiles other players units are not visible unless they are in an adjacent tile to your own, also, production of any buildings under the night is diminished (by how much is up to to the devs) 7. Book of Ruin 8. If the 10 upkeep for some

243 Replies 841,456 Views

Your soverign was alive 100 years ago? I didn't know that. Anyway these are my ideas: - Bandit: Can send out raiding parties to steal from trade routes / villages Judge: increases public order Inventor: Increases research speed (May also work like creativity in GalCiv II, flashes of inspiration and such like) Carpenter: Major increase in producing low-tiered buildings, no bonus for higher tiers.

103 Replies 176,970 Views

I am concerned about the governing system in that it sounds very much like That in the earlier Total War games and sometimes your family just didn't grow quickly enough to fill all governing positions let alone be generals as well. May I suggest that you can recruit a governor unit that fills the position (research could be done to increase the governing level of the unit). The unit would not give the city any special bonuses like a hero would and would not take part in battles - in essence i

247 Replies 545,431 Views