I have jumped back into beta testing after a long time and i have to say that i am quite disappointed that some major balance issues from WoM survived till now. I collected the following major issues (just a short sketch, i can provide more detailed observations if required): 1. Balance between caster heroes, melee heroes and regular units . Casters start weak with an exponential power gain during the end game (due to number of shards) Mel
Symondus
Those Mounts unfortunately have a problem, while building parties and larger units as those require 4 or more shards to be built. The same appears while building magicans using e.g. the Earth staff and Earth Disciple Robe. I did not try it myself, but it might work when those units require 0.05 Shards each or something similar. You might want to use the old Staffs of Magnar and Procipenee as graphics for your focus staffs. Makes them a bit more shiny. &nbs
It seems like you have checked "Smart Player Colors" in the options menue. Borders of neutral factions are then yellow, enemy factions have red borders and allies and yourself are blue as far as i remember.
I tried to mod the leveling curve of regular units and heroes, which level at the same speed at the moment. Unfortunately regular units increase their HP with a rate of 3 per level, and therefore have HP-wise a big advantage to heroes. So far i had no luck: It seems we can not alter the number of points to distribute per level up via /Core World/CoreChampionLevels.xml, as changes here seem to have no effect ingame. Furthermore, adding static values to HP per level using that fi
I am also of the same opinion as the OP. Especially on teh balance Squads/Champions and the tech trees. As postet in the opener several pages of minor gameplay problems can be found by playing only one game. Those most striking to me not mentioned by the OP are the number of technologies which should be at least twice the number presenst now and should be much more interwoven. You will need a to posess plate armor to invent enchanted plate armor for example. Also why does one te
This is abolutely what we need [e digicons]k1[/e] . Especially Champions should have some of these abilities. Furthermore, a wand like weapon that does damage bases on your int (weapon power of the best wand maybe in the range of 10 or so) would be awesome.
As the title says. Teleport works fine when cast by the Hero leading an army. It does not work however when the caster is not the leader of the army.
[quote who="BlackRainZ" reply="8" id="2693521"]whoever has more champions will win, regardless. As it is right now, the sovereign can take out a whole army within a couple of turns with spells heh.[/quote] Ever fought against a company of anything? They simply wipe the floor with any champion you can build. 200 HP+ (about up to 1000 in a town) is not a funny thing when combined with several hundred attack and defense. Yes, even a company of pioneers (why he built that I do not know) k
So an idea that I had some years ago, that might work with elemental, is to initialize the random map generator with the name of the world. This way one could start a game on the world, e.g. "Earth", with medium worldsize and islands, and others could use these parameters, to reproduce the same map later on. This would, however, require that the same seed maps for the specific setting would be identical to the first time you played on the map - or the seed map would be choosen m
Furthermore a way to combine individual soliders to parties (once the tech is available) would be nice.
During my latest Elemental game I really started to hate the name generator of elemental. It is really hard to care for your cities and children, if the random name generator assigns names that can be hardly read, and where one would not even try to pronounce them. So please please add a real random Name generator that produces pronouncable names. I would wish for names between 2 and 3 random generated syllables that exhibit a remotely natural distribution of vowels and consonants. Fo
I also prefer the cloth map because of the more easily available information on the faction a unit belongs and where the goodys are hidden. More faction color ,especially on later armor, as well as more obvious goodys would make the 3D view much more usefull.
@Netriak: I was not entirely sure about this one and thought it worked the other way round. Your are right of course about First strike (always used Roland the Paladin or Mortu the Black Knight). Concerning the multiple defense rolls I mentioned them in my last paragraph, with the comment that this would lead to really powerfull champions. In fact through hero balancing is always a critical point that is often solved poorly. Because of the long leveling process, Heroes are very
Actually techtrading in Elemetal is a bit strange, because of the fact, that techs themselves do not have fixed prices, but depend on your progress within one tech tree. Therefore you cannot give a value to a given tech researchpoint wise. As a result the AI should value techs according to their benefits (e.g., the civ IV AI did dynamically calculate a value for each tech). This weighting should then be used not only for techtrading but also for research. (And it also should weight the
As I joined this beta-project only a couple of week ago, I am not sure if this has already been discussed. Anyway, as the search function is not really helpfull I will open a new discussion. As we approach a final implementation of the game the difficulty of balancing heroes magic and meleewise becomes obvious to me. Lets first consider the power of armies during the game: At the start of the game a typical unit has 3 attack, 0 defense, 5 healthpoints and 1-2 attacks per turn.
Yes, good idea also add these arrows to units that have movement left.
At the moment, the game is quite stingy with visual feedback on your actions and spellcasts. I really hope this will be adressed till 1.01, because especially visual and sound feedback add a lot to the immersion.
As already mentioned in one of the Journal entries, I think that caravans are greatly misbalanced at the moment. Currently it is most effective to simply build all caravan routes. This way your food production is more or less doubled and your guildar income increased a lot. Therefore the number of caravans that you typically want to run is N * [(N - 1) + M] where N is the number of cities in your empire and M is the number of cities of Neutral/Allied empires. <p style="padd
As the title says you are able to cast negative spells like Gluttony, Sloth and Ingnorance on a Neutral (and even Aliied) city. This should either be impossible, or result in war. The same thing is possible for Flood, Earthquake and Volcano. Furthermore, the interface gives no information on negative city spells cast. Neither are thei reporten when clicking on the city nor does the casters enchantment list tell which city is affected. Graphical Feedback on the m
That would work for me. [e digicons]:thumbsup:[/e]
Here is some of my Feedback. Its late here in germany, so i will only touch those aspects that come first to my mind: Diplomacy Caravans. The income from Caravans once you have some cities is quite ridiculous. This is caused by the number of caravans growing quadratically with the numbers of cities [2 * (N-1)^2]. Removing the ability to send a caravan from A -> B AND simultaneously one from B->A will slightly reduc
I actually often like to build a row of houses (especially after city growth). So i vote against this proposal. You can simply click on that "X" in the queue of the improvements that you planned to build. Than the extra house will be removed from the queue and you get your resources back. Alternatively, when deleting a construction site with the demolish tool you also get your resources back.
First off, the game has gone a great way these last weeks, so [e digicons]k5[/e] for the Stardock Team. The stability is greatly improved and technically only minor problems occured, like some slowdowns and occasional save-games-not-loading-on-first-try that were already reported elsewhere. Furthermore, I really like betatesting for stardock. This is caused by the fact, that after providing well tought out feedback, you will find that several off your own suggestions have made it into
I found the same problem. Reproducable from save Below. Please also note that in the savegame the enemy emperor is sitting in one of my towns. I have unfortunately no debug.err of the event when he got there, but it happened as follows: I Fought a tactical battle with him to conquer the town. He fled from the battlefield (he run to this grey mist) and was found on that city tile afterwards. http://dl.dropbox.com/u
I first also thougt gold is a problem, and in fact it is. However that Problem is covered by another unbalancingg fact: The quadratic growth [2 * (N-1) * (N-1)] of the caravan network with the number of cities. I think we need serious rebalancing of caravans.