First of all, I like what you've done with the magic system. However, too many of the spells are either useless, or become quickly useless because of a lack of scalability. I suggest making spells scale with caster level. For example, the unit enchantment, "courage," is next to useless because it only boosts the unit's HP by +3 (+1 per life shard). This is not nearly enough HP. With a base such as 10 HP, PLUS, for example, 4 HP for every
CHiZZoPs
I finally got my first crash after eight hours of playing! Unfortunately, the campaign that I was playing won't load. It crashes once the loading screen pops up. http://dl.dropbox.com/u/8947534/FE%20Load%20Crash%20debug.zip
How about level requirements for more of the gear?
Dear Stardock, WELL DONE! I was finally able to pry myself away from the game after four hours due to next turn syndrome. You have outdone yourselves! If this is truly the meat and potatoes, with heaps of gravy yet to come, you are blowing my mind! Already, it feels far more complete and alive than WoM. The world in WoM felt desolate and lonely. This world feels much more alive. There is so much to explore! The research and traits are really varied and interesting. You
[quote who="Chirmaya" reply="93" id="3060222"]Isn't showing up here either =3[/quote] Go to the link at the top post. I didn't see it through Impulse, but logging into Stardock website, I got it.
Huzzah! Looks like the laundry list of improvements we wanted are making it in! Can't wait for this. Brilliant!
Wow, there is some really creative stuff there; good thing they were judged on their content and not their composition. Derek, have you played King Arthur The Roleplaying Wargame? They have a really cool take on a quest system that is basically choose your own adventure. Check it out to get some ideas!
I still don't get why tactical magic doesn't have a spell skill rating ala MoM. Just have it be based of off intelligence, and suddenly int becomes a bit more important. A 25 int could mean 25 mana pts could be used in combat, in the case of a 1:1 ratio, for example.
Please make sure to give reason for casting spells to enrich/defile the landscape. Kingdoms gain mana slowly through area of vibrance, while Empire defile an area to get a quick one-time boost of mana, for example. Shaping the land in this way should not automatically happen, but should be something that the player wants to work towards for the strategic benefit; foiling an opponent's plans by disrupting their terraforming would be an equally exciting and tantalizing strategy. Otherwi
Very nice. I can't wait for equipment reform. Like you mentioned, I really want to see different tech tracks for each kind of weapon (pole arms, bludgeoning, blades, missles, etc.), with stark advantages and disadvantages for each. I agree that a group of 10 club-wielding peons should be able to damage a knight in plate. These weapons should have the same chance to hit as other weapons, and rather than soaking all damage when a weapon is obsolete, give it a chance to do light damage.
Yeah a basic spear is just a stick with a sharpened point at the end. It really shouldn't need any tech; it really shouldn't be more powerful than an axe. I can't wait until making weapon characteristics more defined becomes an item of business in the patches to come. Like the previous poster says, there needs to be multiple tech tracks with different types of weapons (polearms, blunt weapons, swords, etc.), each with their own advantages and disadvantages.
Great discussion with a lot of important stuff, but it doesn't change the fact that this is in lockdown. It seems crash bugs are the bugs of concern at this point. Since this is the case, release 1.1! There is no comparison to 1.09. None whatsoever. Onwards to 1.2 and polish!
I had just started a game and first leveled up to quest level 3 for some stupid reason. I walked over to a nice looking ruin, and it said something about some armor being in there, but I had to fight. It then asked, "Are you ready?" to which I replied, "Hell no!" and clicked accordingly (I hadn't even equipped me sov; he was running around buck nekkid on level 1!), assuming I could return when I was ready. Instead, the quest site vanished. Could you make it so that they remain until c
Here's my crashdump. I played for 2 hours without any crashes, but then it crashed when I tried to save it. At the start of the game for the first score turns or so the game was locking up for seconds at a time, which I hadn't noticed in the last couple of patches... I included two save files. The first shows my game start location, where there were probably 10 quest huts all around my starting area, and they were level 2, and I was level 2 (is that a Magnar thing or something?)
[quote who="Werewindlefr" reply="6" id="2840792"]Well, I'd still like to see a fix to: -The tactical battle "skipping a tile when attacking" bug. -The "slow, double damage children with weird mana and life regen'" bug, where the double damage display as "daring strike". Good thing the magic system is broken, because otherwise they'd kill me dead. And something severly limiting the amount of spellcasting that can be done, and the imbue champio
Bizzity-Bump! Take heed ye would-be sovereigns of the wastes!
That's why I think that all spellcasters should have a "spell skill" that determines how much mana they can use in a given go. This could translate directly from intelligence, so (INT=Spell Skill) with a 15 intelligence you could use 15 mana in a turn. For strategic spells, this means it would take multiple turns to cast more powerful spells, and in combat, you would have to use your spells more wisely. You could either have a total spell skill every combat round, or have a total spel
Oh good, I saw it in the ideas sub-forum and wished it would be here instead. This is a very important post, IMO. +1 to you, sir.
Indeed, things are running a lot more smoothly. Each new patch is a major improvement over the previous! One major issue was brought up by jpmcconnell in the Elemental Ideas forum that I really think needs immediate addressing. His OP can be found here: https://forums.elementalgame.com/401663 Basically, he points out that the speed of production does not differ at all between cities of different size. Considering that you c
This is an excellent point. I hope that this can be addressed soon!
I don't think the campaign is supported right now.
So far there seem to be a lot fewer jitters. The game is a bit smoother. I'm still noticing that traveling boots aren't available in the shop after awhile. When I hired a group of 3 adventurers, they said 120, but then my gold went to -216 or something. Are they charging me 120 per unit? I got a crash coming out of combat: http://dl.dropbox.com/u/8947534/Elemental1_09q-2010-12-07T21-39
Anyone else had new gold mines pop up after reloading? I found a place with a gold mine and headed there with a pioneer. By the time I finally got there to colonize I had to reload the game multiple times, and now there are three gold mines there! Woohoo!
[quote who="Glowing_Ember" reply="2" id="2837389"] Perhaps each job class should have a series of skills they can pick from on a level up - it would be interesting to use that as a starting point to see if your sovereign will be someone who slugs it out in a fight or stands from afar watching from a large city. [/quote] Yes! We need a class system for the champions. There should be only a small number of them who have the potential to become "imbued" with magic-casting abil
I like the global mana pool, but agree that mana maintenence needs tweaking: *I feel that the mana maint. for imbuing a champion is too low. It should cost 2 or more mana per turn. *Only champions who meet a certain INTELLIGENCE or CLASS requirement can be imbued. Those champions who can be spellcasters need to be uncommon. Magic casters are supposed to be rare. They need to be very valuable pieces of your army that you can't easily replace, and take great care to cultivate. T