I have one discount coupon for Pandora:First Contact that id like to give away before it expires.it should be usable for 1-2 weeks.IIRC It decreases the purchase cost with 8-10 dollars. If somebody wants this coupon then send me a PM. Edit:No more discount coupon
Marka_Ragnos
thx [e digicons]:grin:[/e]
give them +1 mana upkeep cost give them an upgrade that neutralizes the +1 mana upkeep that can be unlocked mid game somewhere in magic tech tree
i want to see something like "mounted units have +50% wages now".
here's my idea:make mounted units always smaller than regular foot units.for example:you can train a 3 man foot party but a mounted party become 2 man instead.when you research groups you can train mounted units that consists of 3 man(while your non mounted units can be trained with 4 man).it's always -1 man for mounted units.they could receive a big increase in maintenace costs too.
i just necro-ed this because i think that this topic have some good suggestions on how to improve mounted combat in the upcoming LH.
wait until you get a 10 level great wolf with the howl ability.howl gives +1 attack per caster level to every friendly unit one the battlefield.so a 10 level great wolf gives 50 attack to a 5 man squad by using that ability.now thats something
[quote who="carn112004" reply="7" id="3324825"] Its one tech to have crystal equipment and crystal mines are not mroe expensive than horsemines and the resource costs are unlike metal items rather low. Maybe for solution it would be enough to include some resource cost for horses and wargs? That would be far simpler than altering game mechanics.[/quote] with only one upgraded horse breeder you can spam cavalry units for the rest of the gam
[quote who="carn112004" reply="1" id="3324711"] And whenever one has enough crystals its a no brainer to put out units with enchanted items. So the balance is best restored by changing number of horses. Furthermore often AIs pay 5 gildar per horse, so its not always a no brainer.[/quote] building crystal mines and researching techs that improve crystal harvesting and unlock crystal equipment is a big investment.to start producing cavalry units you only need to re
in FE choosing units to use mount is a no brainer.there are no drawbacks really.no increased upkeep,no spear doing bonus damage against them,no increased production times,no accuracy penalty when using ranged weapons with mounted units,no disallowing 2h weapons when mounted,no penalty when assaulting fortified cities.when you had access to wargs\horses using them in your designs was always the best idea.the new ability based combat in LH sounds nice but if mounted combat didn&#
i have an idea about adding governments to FE that are more simple than civ4 civics but more complex than in gal civ2.three types of governments for the 3 research paths.the government types consist of: a magical one that can increase mana income,increase research and increase magic effectiveness(in magic tree) one that can decrease unrest,increase tax income,increase construction speed(in civilization tree) a government for warmongers that can decrease time for t
yeah this game needs some sort of war weariness system implemented
if you don't care then why are you trolling with these long posts?
an increased mana cost for imbue per champion can balance imbue spamm.something like: First imbue cost 25 mana Second imbue cost 30 mana Third imbue cost 35 mana Fourth imbue cost 45 mana Fifth and above cost 55 mana what do you think about this guys?
i have an idea that may fix the "trained units are useless" issue but nobody listened [e digicons]:([/e] https://forums.elementalgame.com/431066
you improved my idea [e digicons]:grin:[/e] !i fit in your idea to my main post and throw out the "+50% upkeep cost when outside of the city".
hi!i have an idea of a trait called city guard that can reduce the maintenance cost of a unit if that unit is stationed in a city by -75%.units with this trait have 1 move on strategical map and 2 on tactical.even if you equip them with horses their strategical movement remain 1.this trait can only be added to trained units and it takes 2 trait places instead of 1.these city guard units will still be a little weaker than attacker units(because they have less traits) but are more useful than m
[quote who="CHiZZoPs" reply="13" id="3219058"] City spam can also be easily controlled by making them more expensive to operate at first until they grow to a larger size. For example, after the first city (the capital), each new city costs 3 gildar to exist. Adding too many new cities at once would put you in the red. Pioneer spam solved! [/quote] i like your idea.this could work something like:level 1 cities have 3 gildar 
i think this is a good idea if balanced right.