nikmesh

nikmesh

Joined Member # 4150301
4 Posts 32 Replies 151 Reputation

Here's my take on the situation. Previously before 1.09n magics strong points were:- 1. missile spells. Lets face it they killed enemy sov's out right and wrecked armies quite a bit 2. Summons. Create massive summoned armies by imbuing multiple heroes. This was magics most powerful aspect and was easy to win games with. Magic in all other departments was weak however. Assist spells, buffs, enchantments, and the really big one world enchantments. Now afte

53 Replies 139,412 Views

Just so you know Derek Paxton said that casting time is going to be implemented Post is here:- https://forums.elementalgame.com/400142/page/9/#replies So the magic system is going to go through some further evolution it would seem. lol this post is messed up =/

55 Replies 23,394 Views

Those example spells you listed are great imo. If the rest of the spell overhaul follows the same suit then 1.1 is just a recipe of success =) I also like your answer to replacing the elemental spell books in character creation with the moblility, enchant, combat and terraforming books. I was sad that the original spell books were going out of char creation, but these new ones seem much more important to defining player strategy then the old books ever were. Great job guys. I look for

110 Replies 236,057 Views

Another excellent thread. This stuff keeps me interested while waiting for 1.1 =)

30 Replies 73,263 Views

So is casting time for spells confirmed in 1.1? If yes, then any idea what is going to pass for the MOM equivalent of 'casting skill?'

259 Replies 774,998 Views

[quote who="landisaurus" reply="20" id="2823173"] These days I name my cities in a manner that tells me what the bonus they need is when this screen comes up. man I wish I had the patience for that.[/quote] Don't require patience tbh. In the past I'd actually used to give my cities cool names based on some little theme that I devised for my empire, but the whole bonuses and the screen not centring on the city was a pain. So now all cities are either: Food City, Tech

24 Replies 74,072 Views

[quote who="luketan" reply="171" id="2822945"] Interesting so sovereigns can always cast any spell regardless of INT? I appreciate you want to differentiate between sovereign and imbued championsbut if INT doesn't affect spells sovereigns can cast, why would someone ever put points into that for the sovereign? Spell resistance only doesn't cut it. Maybe INT should affect mana pool? I suppose offsprings can also cast spells limite

259 Replies 774,998 Views

[quote who="Tridus" reply="161" id="2822806"] Hit Points = 30 * Constitution * 0.1 can be rewritten to: 3 * Constitution That's a slightly larger version of what we have in 1.09, and HP totals on champions are FAR too small as the game goes on (unless you invest no points in anything else). The new version actually gives you more per point once you gain a few levels, because of the level factor. It goes up in value to keep up with the growing HP of squads, which get

259 Replies 774,998 Views

[quote who="Malsqueek" reply="139" id="2822546"]Alternately, heavy armors could just as easily apply either a "max dodge" or a multiplier to the dodge score. Leather = Dodge*1 (or "nomax") Chain = Dodge *.9 Light Plate = Dodge*.75 Heavy Plate= Dodge*.5 Masterwork Plate = Dodge*.8 And so forth. I personally think this will be a really solid method for working out b

259 Replies 774,998 Views

Derek Paxton or Kestral, has it been at all considered having armor being detrimental to dodge? The way I thought it could work for example is each armor weight class could halve a units dodge score. This could only work if dodge was made more powerful to account for the halving effect and that dodge would be at it's most effecient when used in light armor -Padded and l

259 Replies 774,998 Views

I don't recall seeing anything about them at all in the faqs or other threads, hopefully some peeps here might know the answers... 1) What do the 'upgraded roads' do? I saw my caravan's road become visably changed when it upgraded; It had a more proper road appearence compared to dirt road look they normally have. What does the upgrade do exactly? 2) What determines when the chance based researchs are 'likely,' or 'unlikely?'

3 Replies 5,112 Views

Does the formula for HP gain [Hit Points = 10 + ( (Constitution / 5) * (2 * Level) )] only apply to heroes? I've always been under the impression that the HP gain for normal units -units you build and NPC monsters- was a percentage of there HP total per level up. One thing I worry about is how will heroes HP totals scale vs the higher ranked normal units (vetern, elite, ect). I would be pretty insulted if my 25-30 Constitution hero had less HP then an elite unit of the

259 Replies 774,998 Views

These days I name my cities in a manner that tells me what the bonus they need is when this screen comes up. Useful for the occasional time when the screen doesn't centre on the city.

24 Replies 74,072 Views

[quote who="Derek Paxton" reply="28" id="2821049"] I'm glad to report that many of the things requested in thread are coming, some in 1.1 (sovereign/hero hit points increasing per level) [/quote] Thank the stardock gods! This is great news! 1 step closer to perfection. Here's my list......which is pretty much the same as alot of people's I'd imagine. I will probably make plenty of mentions about MOM, but tbh thats what was the inspiration for this game.</

33 Replies 19,487 Views

What random_target has said is actually true, even though I didn't think so at first myself. But after a few games I realised a number of things. 1) The bonus from city level up is actually cumalitive. It's not simply an upgrade to the bonus percentage, the original level 1 20% bonus still remains and is combined with say a level 2 city 30% bonus for a total of 50%. This bonus cannot be changed once select and could be easly wasted. 2 goldmines in a city that has upgraded gold product

2 Replies 5,690 Views

This is just an idea that occured to me which I kind of liked so I thought I'd share it with everyone on the boards. I can't begin to imagine all the set backs, problems and complications that would be involved with such a change in the mechanics of how parties currently work, so I'm just gonna outline my thing and you lot can consider it for yourselves. Basicly as things currently stand if you have a 3 man party with a total of 15 HP (5 per unit) and it is struck with an attack for 1

1 Replies 4,314 Views

it is utterly stupid if a hero can be 1 hit killed from just a bad dice roll. Consider other things that might be comparable to what the hero is supposed to be like; Sins capital ships, warcraft 3 heroes, MOM heroes, ect. They represent considerable time investment, along with a cash investment to make them powerful. Why on earth is it possible to 1 shot such valuable units? Like others in this thread have stated already, heroes do not scale properly against the rest of the games units.

125 Replies 350,926 Views

I say yes! We don't need godlike, but we are in need of serious improvements to hero's as it stands! Heroes have pathetic survivability. There is none of the MOM powering up after gaining a few levels and aquiring some equipment. Don't get me wrong, I wouldn't want heroes to be clones of the MOM ones because at late - end game stages they could be invincable. But point still stands that MOM heroes were so much more valuable and capable of turning a fight around. Hero abilities are als

125 Replies 350,926 Views

This happend when a group of units moved onto the same tile where a caravan was going between cities. After I move that unit group off that spot the caraven was replaced by a box shaped mass of random colours. Sorry that the description is a bit poor, but can't describe it much better then that.

2 Replies 3,158 Views

Earth and water should be very defensive and buff focused when it comes to strategic spells. Makes a kind of logical sense, the earth and water is what is responsable for life so why shouldn't it be the two of the more powerful strategic buff schools? I was also thinking along the lines of moats, rivers, cliffs and the mountain walls; they have always been natural defenses, so why not for spell schools as well? With that kind of logic earth & water cross school spells could grant

44 Replies 191,871 Views

[quote who="lord ebonstone" reply="2" id="2784801"]Just go play MoM already. Or better, spend your time making a mod that does all this. I own MoM. I play it when I want to play it. As a result, I don't need or want a word for word MoM clone. Things like making spell books much more expensive, more spells, and unique themes for each school are great. That will improve the game. But copying MoM instead of just being inspired by it? No.[/quote]</

8 Replies 8,026 Views

This thread is automatic win. All hail Robert! Edit: I have two contributions towards spells for the death spellbook. Black Wounds - strategic/tactical: Special damage that unlike normal wounds is very hard to heal. Lets say a 20 HP unit is caused 10 black wounds damage. Those hit points lost could take almost forever to heal on there own. Normal magical healing/potions will have no effect, only special/specific healing spells could remove or heal those lost hp. Magical and na

44 Replies 191,871 Views