Sir Frogboy said that playing the AI is like playing an electronic version of him. If monsters started targeting settlements, I'd lie to think that Froggy would modify his strategy so that he cleaned out areas before settling them. That's what I do now, to my detriment.
StillSingle
Aparantely they are already the favourite side (per Frogler). And No, I wouldn't only play Tarth. There are some awesome abilities with the other teams which are SOOOO much fun :)
Realism isn't really what I'm looking at. Realism can only add imersion, sometimes. You might be right about they do attack cities, I think I misread Froggy's post.'What I'm trying to get at is, would it add fun to the gameply IF they did take out uotposts (which for your realism argument, would need to be manned by something....) My inclination would be yes :)
This is a tandem discussion along with whether monsters should be able to utilise their full movement speed found here https://forums.elementalgame.com/426091 , I think both should be implemented :) Basically would allowing monsters to target outposts and cities and improvements make the game more fun. Currently according to the Sir Frogler, monsters do NOT target outposts or ciities or improvements, but accidentally des
Currently all monsters are limited to one move per turn. Which effectively allows you to bypass with a bit of care any roaming monsters. If they were allowed their full movement, would this make the game more fun? IN a different thread I will make a discussion on whether monsters should target cities and outposts. I think that these two changes can be done independantly with different strength of effects to "fun". Pros: early game cle
A few people including myself have posted similar issues. Some spells are updating for shards, some aren't. Some weren't and are now :) eg Stoneskin wasn't originally updating for earth shards (.912 i think, or earlier), it does now. Go the Devs!! :)
1XP per turn will end up lvling the governer much less than 50-60% of a out and about champ. If I can rake in 250+ exp for one battle how is the governor going to keep up with that? They'd have to go 250 turns without fighting or questing to lose that lead.....
Stun is AWESOME!!!!!!!!!!!!!! You do a normal attack that doesn't miss, AND you have a chance to stop them taking their next action....... How is that Meh?? [e digicons]:omg:[/e] Agree with you on the imune to counter trait. It would be awesome. With all the HP boosts as well, give it a giant hammer, and BAM. You have a super tank dealing huge damage!!
I was tinkering with Juggs in a game, and what I found was that the first time it attacks splash damage was happening (at stupid damage amounts), but the next time it got to attack, I lined up 2 units next to each other again, and no splash at all. My Sov has been 1 hit KO from splash damage. Had higher def and health than the unit attacked...... guess which one was still around..... :(
I haven't tried tidal wave in .915 yet. Will have to check this weekend if I have time.
Non dead pillar of flame issue also in this thread. Exactly the same as you describe! https://forums.elementalgame.com/425757
Hell, in 914 i was using pillar of flame and tidal wave to control my territory :)
I didn't think they put in easter eggs until the release version of the game!!? Must find the pink ponies......... [e digicons]:rofl:[/e]
There are some really good points coming out of this. It looks like a lot of the powers come into their own mid-late game, especially those that require nurturing. AND that I was biased to towards easy outpost spell :P Perhaps grouping the abilities into their strategic game effect would help determine their comparability of OPness? I've already aluded to Tarth and Parieden's abilities being linked to territory aquisition. From the sentiments above, I&#
To get a 100% positive chance of successfully hexing a lvl 1 Obsidian, you would need to be a lvl 71 spell caster. Buffs to spell mastery reduce level required by 1 lvl for each 2 bonus.
The reason I think territory is such a big thing, is that I spam spells something fierce. The more teerritory I have, ergo the more shards I have, the more I can spam spells to win. When I'm generating 40 mana per turn.... after copious enchantment maintenance costs..... I can do whatever I feel like because I have the mana to do so. You're right about paraiden's ability being hard to use early on.... I just save the mana enough to be ab
The preface to the latest patch .915, was that all factions should have an OP ability. This thread is to discuss those comparisons to see which if any are equally overpowered, and if not the ranking of each of them with reasons. I have taken care not to list abilities that can be chosen in Sovereign creation, as they aren't directly tied to the faction, and can be used in create-a-sov for any other faction (eg free champs!!). My ranking of the current abilities are a
LOL!! Mortein Monster Repellant, now in spell form :) Or; Peebo Protection Spray, stop those monsters from stomping your stuff :D Or; OFF! now protects from more than just sun rays!
"become more powerful on a dense monster map with dangerous monsters". Yup! But, wildlands monsters are exempted from the tarth ability. Ie they WILL attack you on sight! I don't think yoe're right about them attacking cities or outposts. Froggy said that NO monsters target outposts and cities, only run over them by accident. I just plonked cities and outposts down everywhere and mopped up the baddies as my champs progressively leveled.
mites are twisted too..... the mini monstrous minions :P If you click a monster's portrait. At the top of the window that shows up is the type of monster it is: Dragon, Beast, Twisted, Elemental.
That's interesting. Because it never happened to me in .914, ever. I have killed entire stacks in .914 and earlier with pillar of flame and the stack would dissappear completely (like it should). Do you have a link to the .914/other bug report of the same? I want to see what similarities there are.
Tarth is excelent for getting small stacks of uber champions buffed to the max. Or lots and lots of small stacks led by a champion nutcase. Due tot eh master scout ability, you can progressively level every champion without setbacks. I think I got my Sov to level 20 the fastest using Tarth :)
https://forums.elementalgame.com/425757 yeah i did. Link to the entry I put in the support forum.
I used pillar of flame to reduce a hoarder spider's army to "death". as in, all the spiderlings were 0 health, but still showing there. I then attacked the stack and they appeared in the battle. During the tactical battle, they would attack once then die straight away. World difficulty: Ridiculous.
summons increase in level based on the number of shards of a certain type. The further into the game, the higher level the summons, without taking the summoner ability. Also, I believe (but have not checked) that strategic summons are limited to 1 per spellcaster able to cast the spell. If you look at the enchantment slots, the summon is bound to the champion able to cast teh summon. Cloud walk is similar, only a lvl 4 air mage can cast, and if you have 2