Even though a game like Wesnoth is a bit different (because it is scenario and tactical combat oriented) it really adds to the experience to play through an entire scenario (especially on the Hardest difficulty) while not taking taking any *unbearable - restart scenario* losses, and making more crucial level ups than you lose afterwards. It is really traumatic when you get most of the way through a level and then the AI takes out a loss condition hero or a highly levelled up unit that y
StevenRLynchAbundanceThatIAM
Civilization was a new game once. ;-) Best regards, Steven.
If would be an ability on the Diplomacy/Cooperation tree, with maybe the Empires being able to get monsters to join them more easily (or for less cost). [e digicons]^_^[/e] Maybe in battle some monsters would surrender instead of being killed, although the trade-off would be that you would not get the experience as if you killed them. However you could sometimes impress enemy monsters outside battle. The upkeep of the monster (in gold, food etc. - gotta keep th
Warts and all, you (Brad) and Stardock need to learn all the lessons, or mistakes will be repeated. Life kinda does that to you - if you don't learn a lesson you are extremely likely to make the same mistake. Since you've already made great steps in addressing many of the issues, why not all? Not much extra pain, for much extra gain. [e digicons]^_^[/e] You're on the right track! [e digicons]:D[/e] Best regards, Steven.
Good idea. [e digicons]:thumbsup:[/e] (Although minor change required - "which sovereign, if any, is assigned to which faction".) Best regards, Steven.
Some good points made in this thread. Best regards, Steven.
Good on you Gorstagg! Telling like it is while being straight from the heart. [e digicons] Best regards, Steven from Oz (no, not the movie :P).
[quote who="AndonSage" reply="25" id="2759196"]The main thing I'm worried about is dumbing down the magic system. I'd rather see a more complex system, if anything. Another thing I wanted to bring up is people talking about the magic system being "weak." I think that has to do with most people using tactical battles, and the fact that shards currently aren't working correctly for spells in them. If the shard issue was fixed, and the damage calculation was changed so it wasn't 0-x,
Raven, I was just saying that it would be good to send a PM to Frogboy if you want to make absolutely sure you have transmitted your message. [e digicons]|-)[/e] I don't mind particularly what changes are made as long as they are considered, but if you want to quadruple check (after the triple check ;-)) your message has got through, go for it! [e digicons]^_^[/e] Best regards, Steven.
Best regards, Steven.
It is being released on September 17 , and it will have a Campaign Editor! I think it would be *extremely* cool to be able to make your own King's Bounty campaigns. [e digicons]:D[/e] Best regards, Steven.
It seems all the time, when a stack of units (especially one with the ability to make everyone move on the Strategic Map as fast as the Sovereign) has more than 2.0 Movement Points, it gets reset to 2.0 upon loading the save. I don't think higher movement remaining than 2.0 is being saved (although lower than 2.0 seems to be). Has anyone else noticed this? It seems to happen all the time in my games. Best regards, Steven.
Well, Elemental is the first Stardock game I have been part of. [e digicons]^_^[/e] But based on my experiences and from what I've read, what you say does seem to be likely. [e digicons]|-)[/e] Best regards, Steven.
Personally, I think it would be good to adopt a cautious "wait and see" approach. What's happened has happened. The future however is not decided (which is one of the great things about it [e digicons]:D[/e] ). I'm probably a little bit on the side of being "cautiously optimistic". [e digicons]^_^[/e] But I think it's time to just see what happens, with the knowledge that even though it is very rarely the absolute best that happens... it is also very rarely the a
AFAICT, there's no reason to assume the worst just yet. Best regards, Steven.
Using items to refill health or mana etc costs CS points. And possibly, only being able to use items that that unit has on them (instead of whole army), with the possibility of giving an adjacent unit a potion etc. requiring a minimum of 0.5 Combat Speed points for the giving and receiving unit (less means you can't transfer). Best regards, Steven.
I think a really easy way to implement re-organising a stack on the map is to be able to drag a circular portrait of the unit on top of another unit (or after the last unit for the unit you want to be last), and it will be moved the space before the one you dragged it onto. A bit like how you drag an item from the inventory of one hero to the circular portrait of another hero to transfer it to that other unit. I think this would be a really simple and effective wa
When an Empire Sovereign has a Kingdom Faction, and when a Kingdom Sovereign has an Empire Faction, that Sovereign has access to both Life and Death Spellbooks. Either the Sovereign can only choose a Faction of his/her normal Alignment, or the Sovereign only gets access to normal spellbook *or* the spellbook associated with chosen Faction (Life for Kingdoms, Death for Empires). Also, I think it would make sense for consistency for the "Kingdom Report" for Empire players be renam
How about: you can choose any non-elemental, non-quest related spellbook at an appropriate skill point cost (except perhaps Summoning). You can then research any of your starting spellbook's L1 spells immediately, or research to get L2 spells *from that spellbook* in Arcane Research. So instead of researching *all* Level 2 - Level X spells, you research a *certain spellbook*'s Level 2- Level X spells in Arcane Research. So if you start with the Enchantment spellbook, you can
As BoogieBac said in the Elemental: v1.07 Update thread: "Note: A 1.07.025 hotfix was published with a fix for a crash in the 'Custom Sovereign' system (Merchant/Brilliant/Meditative traits). This would have caused a crash loading saved sovereigns or games with those traits applied as well." Best regards,
I wonder if it a related issue to the shards not multiplying damage issue? I think at least that the dice rolls tend to focus on the very low end of possible results. Best regards, Steven.
I agree with the entirety of the OP's post. [e digicons]:thumbsup:[/e] I think it would be an excellent way to balance the system that is present (with movement and attack using combat speed stat) and make it meaningful . Stardock, what do you think? Best regards, Steven.
I agree with Storm's post. Best regards, Steven.
I think that the risk reward ratio needs to be roughly right. If it is too easy just to spam cities and there is practically no downside, *that* is a problem. There has to be a reward for being bigger, more specialized cities. Otherwise why let cities (apart from the first one) grow at all? If there is high reward for virtually no risk (as I think it is at the moment with city spam) that is a problem. And when you think about it, how many civilizations in ancient