Actually it makes a lot of sense since that's what the weapons were basically designed to do. It's why they are called "piercing" weapons. Daggers are meant to slip through the gaps in armor, arrows and crossbow bolts can easily punch through plate armor, and a good sharp and strong spear can impale anything. Armor is meant to deflect slashing attacks and soften blunt attacks.
Sanati
Piercing weapons (daggers, bows, spears) should definitely ignore defense, and your other ideas are good too. The AI needs massive improvements to army creation first though. Any special property or strategy a weapon might have is moot if the AI is just going to spam units with the single highest damage weapon they can make.
[quote who="Delmoroth" reply="8" id="2838824"]I like the idea of mana/turn for food. I mean the whole idea that the world is messed up and you are using elemental magic to fix it has a good feel to it to me. Nice to be able to focus your magic on developing your nation. Fits the lore well imo.[/quote] This is already in the game. There's an enchantment spell you can cast on each city that adds 1 food per turn. You can create a bunch of empty cities and enchant each o
How is this going to apply to normal units? Will we for example be able to train an archer that can use something like an Arrow Storm AoE attack? Or a soldier with a shield that can hunker down for greater defense at the expense of movement? Or are these abilities limited to special units?
[quote who="Grove12345" reply="21" id="2674334"]Really dont see yet how the Empire isnt the bad guys. Most of their tech tree falls under negative evil intentions, not to mention must they must destroy land to build on it.[/quote] I have to agree with this. I can understand the idea of the empires viewing themselves as good, and the whole concept of the fight being between "neutral" cultures clashing over principles, but it's flawed in this case. We the players empathiz
[quote quoting="post"]Spell Bugs: Spells cannot be cast by a sovereign in town.[/quote] Not quite. If you click the sovereign icon in top left while they are in a city it brings you to the wrong selection screen on the bottom. You need to select a city then click the sovereign icon within that city to get the correct screen and be able to cast spells.
The beta is up BTW.
Oh, for spell management, I'd like to see a spell tree if possible to provide an overview of all the spells. The base spells on the bottom, then a tree going up arcing to each related spell (IE Fireball -> Meteor -> Mega Hellfire Inferno, and maybe it branching off on the same level as Meteor with a Fire Elemental moving up to some sort of Daemon or whatever (all random names there)), the spells not researched yet being grayed out with perhaps question mark icons. Then from that spell t
Ya I don't think Starcraft 2 is a good example. Blizzard thinks that it's some sort of "e-sport" and so they are being anal about balance.
Without even trying it I'm going to say there needs to be some sort of cost for sustained spells, whether some sort of mana decay or mana "reserved" for the spell, it doesn't matter. I'm just imagining hugely powerful epic spells, like something you cast and it causes fires all over the world slowly destroying forests, improvements, resources like orchards or beehives, and randomly setting units on fire, something like that can't be free to maintain. Minor "enchantments" can be free, but ther
Is the "polish stage" already under way while we test the mechanics of the game? Or are you really going to be able to do all that in one month? I have not been in one of your betas before, but even keeping an open mind I'm having a hard time imagining such a feat. As mentioned a few times already by other posters, in most other betas all this stuff is done 6-12 months before release, and all of that remaining time is used for balance testing and bug hunting. I really don't think us spending
[quote who="tanafres" reply="9" id="2662164"]If that's the only typo you found, then you're not looking very hard:-p Hopefully they'll have a few proofreading passes before actually going to press! IMG_04: Ogres: 'they lack', not 'the lack'. Also, missing the verb in the ending clause ('looking' or 'searching' for mates of their own) Golems: 'if their creator is killed' - each golem is singular, and likely has a
Did you have any essence left?
I was told in another thread that when you attack both your attack rating and the enemy's defense rating are rolled with 0 as the minimum and their actual rating as a max. IE with an attack of 7 you can do 0 to 7 damage and with a defense of 20 you can prevent 0 to 20 damage. I'm assuming 0s are represented as misses. So no matter how high your defense is there's always the chance of being damaged by a peasant with 1 attack. In a situation where you have units with 20 def and 7 attack
It's probably disabled. They have level indicators and exp bars, and they gain exp, so there's a very good chance they will be able to level at some point. Would be cool if you could level a peasant so much they become as powerful as a champion, and maybe even become one.
Escaping from a lost battle removes 1 essence. [quote who="strager" reply="1" id="2653823"]I think he dies if your in a city thats attacked.[/quote] Nah, they get moved out of the city. Ejected from it basically.
Are you sure that was the video you meant to post? I was expecting to see magic or something, not some guy standing there fidgeting. [e digicons]o_O[/e]
I'm seeing this a lot. It is literally multiple cities on top of each other which is easy to see once you start razing them. The cities under the main one usually don't have any upgrades though. The first time I saw it I thought the AI somehow ninja built a city instantly after I razed the previous one, but it kept happening and I knew I was far away from their sov.
I like the APB screenshot in their Elemental gallery. [e digicons]:|[/e]
Your example wouldn't work. Food isn't something you need every turn, if you destroy your gardens you don't lose population or housing. If people could do what you suggest they'd turn food on for one turn and build a bunch of houses, then switch it to resources or money right away until they need to build more houses. It would be an easy way to exploit the system, at least right now you have to actually destroy the buildings to switch it up, which probably isn't worth the lost resources.
The campaign is supposed to be more RPG, so I'd imagine there will be a few heroes with strong stories and great impact on the game. Right now with what we have to play with the heroes can become very powerful, though currently there's very little if any story to them.
[quote who="Nemesis7884" reply="13" id="2654288"] dodge chance might makes sense since dexterity increases defense, but at the same time unlogical cause armor increases defense too which can hardly increae dexterity - maybe a combination of damage reduction and defense - but then i am also wondering if certain attack types are worse / better against certain armor types (e.g. are magical attacks also targeted against defense or rather against wisdom/intelligence?)[/quote] In D&
[quote who="Tormy-" reply="177" id="2654248"] Source? PS. The biggest maps is EWoM will be much bigger than the Civ4 maps. Even in the 32bit version. The 64bit maps will be gigantic compared to the Civ4 maps. Do you really think that having a couple of cities will be ok on maps like those? Having 50++ cities on the biggest maps looks absolutely ok to me. [/quote] http://www.youtube.com/watch?v=w0bdOXOkxdc That's the latest one I can
[quote who="Nemesis7884" reply="8" id="2654229"]that means its not like 10 attack vs 5 defense = 5 damage, therefore also a 1 attacker can harm a 10 defender over time?[/quote] No. It's very easy to get defense up into the 20s, but I think the best melee weapon that can be researched right now is like 7 attack, and the best I've seen from quests is 10 attack. With those sorts of numbers and a flat reduction system battles would never end as everybody would be doing 0 damage, but that'
[quote who="Nemesis7884" reply="5" id="2654211"] hmm altough somehow logical this would lead to the creation of high attack 0 defense/low hp mass-one-hit units and huge hp/defense 0 attack single city-defense units...?[/quote] They attack more than once, and both sides need both attack and defense. A unit with high def and no attack might be able to survive a while but it's not going to do any damage and eventually will be worn down, even by a unit with 1 atk. Don't forget there'