Yeah, more effects like that would go a long way toward solving the problem.
hairrorist
Those sound like good changes across the board. But I think you misunderstood my last post--the problem isn't in the ways you can add HP to armored/regenerating/evading units but in adding armor/evade/resistance to high HP units. It's much easier to add defenses to a unit with a huge HP pool than it is to add HP to a high armor unit, and not only that but high HP units benefit more from armor and other defenses than adding more armor or more evade more w
The thing is, you cannot manipulate HP as easily or extensively as you can improve, reduce, or remove other defensive stats. It's a one way street and it will always be best to have that large HP pool than to have a small pool and stacks upon stacks of the easily manipulated stats.
Evade would also disproportionately reward high HP. Basically any defensive buff will. That goes for champion passive abilities like those found down the command path as well.
I'm surprised that no one has yet pointed out that his point on city management is objectively false... and kind of suggests that he hasn't played a full game.
I think you just beautifully illustrated why HP is a better damage sink... I can cast a simple low cost, level one spell and give that ball of hp a huge increase in effective hp. Cast that same spell on a high armor unit and the effect is not as pronounced. If you believe that there are not hundreds of easily accessable, cheap, and effective ways of negating armor then you really need to sit down and play again. :) I guess your minds are firmly set
Another way of framing the HP discussion would be to think in terms of 'effective HP.' The theory is that a certain volume of armor creates a pool of 'effective hp' that approximates the pool of raw hp on critters with no or low armor. At first glance, this seems intuitive and balanced, right up until you realize that there are a hundred different ways to negate or reduce armor and thus drastically reduce the 'effective HP' pool of armored
Agreed. Excited to see where you take this. It seems that you are well aware of the ins & outs of gaming systems.
Right--I was more concerned with how healing with relatively static numbers will interact with the HP ranges. Makes healing very strong for the high defense/low or average hp units and much weaker for the HP sacks. The relative worth of each HP is so different between the two. Not sure if its a problem so much as an example of the kind of unexpected result of changing a number assumed to have isolated effect.
I'll wait for a new version to make an argument in that case. I certainly know how buggy tags can cause frustration. I was really hoping that would not be a problem this time around... but I have yet to get my hands dirty looking at what has changed and how. Great Beast is a good start. I think a lot of my impression is colored by how easy the first two games I started were--one as beastmaster and the other acquiring two collars right off the bat.&
Yes, healing is a good spell for some units, but for others it is useless because of the huge range of HP values. I just confirmed over 20 attempts at flurry none of them landed a single hit or inflicted any damage.
I believe that Flurry is bugged currently. Tooltip at level-up screen reads simply "Flurry" and it seems to never hit. At least I've never had it deal damage, so either remarkably poor luck or something's wrong! Hope you guys understand that critique comes from a sincere desire to see the mod succeed!
With a cave bear I can defeat the vast majority of camps. There are definitely some that stay off limits--syndicate doomstacks, dragons that are not solitary, some of the elemental stacks, probably many that I'm forgetting or haven't run into. This is compounded by the nine strategic movement that bears get--you can defend your entire civilization with this single unit acquired at the start of the game. There's nothing that the AI can build until well into the mi
I'm just wondering if you've sat down and played a game with the numbers as they are now. Right now you can start a game and the instant you find a spiked collar you can start waltzing around the map without a care in the world, completely untouchable. I shouldn't be able to defeat virtually any army with a unit I can acquire in the first few turns. You say that you want the world to be monstrous, but in practice the changes have made the game ridiculously easy.&
Well this mod takes an already broken and overpowered ability and cranks it up a notch. Make that ten notches. And spiked collars have the same effect and are quite common.
Alright, I understand the basis, and I like the tactical implications of a system like that, but the values need some serious reconsideration. Right now, bears get nine moves on the map and in battle. Have you done much unit-vs-unit combat testing? A cave bear can pretty reliably kill almost anything on the map. It's to the point where your intended effect--a dangerous world full of nasties that require forethought and tactical mastery to defeat--is actually reve
A search function for spellbook would be great as well. Thats one of those things where, while it may not be high on the list of priorities, would be extremely quick and easy to add with a good UI backend.
For outposts--yes, after you build it you can see where it attached, but I can't find any way to tell before you found it.
Keep up the good work! This is a huge ambitious project and I'm excited about it!
So what's the deal with HP in this mod? It really seems to random. Dragons have less HP than some weeny human units! Darklings have like 9hp, a bear has hundreds upon hundreds--often more than most dragons and high level monsties as well. I really don't understand the thought process behind it. Movement points have the same really strange variability. A bear has 9 moves... a horseman has four. I really just don't get
Wow, it's been a long time since I've been around these parts! Some of you may remember me as a particularly vocal critic of the first Elemental game. Fortunately, Fallen Enchantress is quite simply a fantastic 4x and the first fantasy TBS since Age of Wonders and Dominion that has me playing well past a responsible bed time. Truly a worthy successor to the venerable Master of Magic and that is not praise I would give lightly. As great as it is
Wow, I've been absent for a long time because I got so disgusted with the first elemental. This. Looks. Great. Kind of regretting returning the first one. Now I might have to order this. Finally get to see my MoM again after all these years... I thought she was dead!
On another note, it is indeed silly to complain that a game that you barely meet the requirements of should work at the highest available resolutions, citing performance comparisons to games that are years and years old.
@ayrnieu Yes, the UI is incredibly unintuitive. This has been widely pointed out and admitted. Or do you like the eleven step process it takes to correctly target an enchantment on a particular unit? Or the menu dance for equipping champions? Or the various tiny and unlabeled buttons? Or perhaps it is the multi-tab actions menu w
@ Winter Yes. I'd say that it makes more sense for a 'master channeler' to have the wherewithall to use an element other than fire when attacking a creature made of the stuff.