Strength is the way to go for all things damage... (including things like crushing blow or savage strike.) This is true for all heroes.
Blackmantle_
I agree with that it takes to long but as I said going below 60 turns might very fast turn into a balance issue (that is the main argument against it from my side). Especially at epic pace. Since the tree grows exponentially. I believe Lord Xia wasn't kidding. 60 Turns is easily enough to have it be a dominant feature of the game around turn 300-400. (And I mean dominant, including AI actions and all things related) The time it takes now distorts our judgment / view on t
First building a souvereign with high charisma (and usually high strength), Bard-Specialisation and playing a custom faction with lots of starting technologies (which I find much more critical than the other bona available for factions since it also makes higher-tier-techs cheaper), Starting Materials / Metal is also nice the rest I find trivial thanks to it being tradable for the heroes I don't need, Also taking lots of traits granting starting rescources while dumping Int to rock bott
Charisma also lowers price of heroes, which can be a foundation of a very sucessfull and powerful economic strategy (with negotiations-tech from the cooperation / diplomacy tech-trees). Together with the bard-background heroes can get very cheap very fast. Just true for the Souvereign...
Not everyone plays 800-turn-games though. :P ;) What would be so bad about a huge dynasty-tree with lots of influence on late-game diplomacy and military? Sounds like a nice change of pace for late game play...
Yea, should rather be 16 imo (or maybe 14). Anything below that would become very touchy indeed from many perspectives (having Elemental / FE rated 18+ might not be the best of strategies. And marring off children below age 14 is asking for that in many many countries...). Would make a dynasty-based strategy alot more viable. No idea who at Stardock thought that dynasties where to powerful? Seriously 25 or 50 Turns is out (Even I would take issue with kids growing up at the age of 6 seriously
Some thoughts / observations (its not more than that though and is not ment as a lecture on how Elementals design has to be, that is Stardocks job and I'm rather hopeful about that in the long run. ;) Please take it just as IMO ;)) regardless of FE coming out scheduled for mid this year (which will of course lead to some major changes in the underlying systems): <span style="font-size: medium; fo
Just thought I'd repost that here so its not overlooked given that especially the last 2 things are gamebreaking exploits essentially and seem rather easily fixed... Bows in the shop are no longer priced relatively to their resource cost (at least not the empire variant, don’t know for sure about kingdoms). <br
Here is another game for you to check out. With your special Frogboy executable version of 1.1 of Elemental. (just updated to 1.11 hope you still got a rig with your special version available...) About Season 200 if I'm not mistaken (maybe also about turn 250). Before entering the ancient fortress for a forge of the overlord win (which I did to deliberately finish a game I had no further fun playing as fast as possible. Could have reached that point way earlier. As should be visibl
Here are some observations I made while playing Elemental 1.1 (as custom faction with custom souvereign newly created for 1.1) . Hope they can help the industrious people at Stardock. Bows in the shop are no longer priced relatively to their resource cost (at least not the empire variant, don’t know for sure about kingdoms). Don’t know if its deliberate or an oversight that someb
In cloth map and with intelligent player-colors it seems to work allright with the default I can confirm this bug.
Just wanted to note that some things just seem to have been fixed for kingdoms with patch 1.09. n and later, you might want to check if some other important things apart from the ones below are affected as well. Have only played kingdoms so far and now tested an Empire. Tings of note: The Empire spy-minon summon doesn't have a cooldown/casting time of 1 Turn like its kingdom counterpart has leading to the ability to summon as many minions as Mana allows as long as there is
There is a workaround but its far from convenient (and doesn't always work to boot. :(). When mousing over the magic res, defense, HP and attack stats in heroic overview the tooltip often displays the math behind getting the stat also containing the attributes (int for magic resistance, dexterity for defense, constitution for HP and strength for attack value). Strength can also be viewed in the modify unit-card mode sometimes so that is another place for digging for
1) The AI packs its cites very tight failing to hook up resources into their city walls or using the mobility advantages of snaked-out cities. That is something that deserves looking into since there are not much obvious advantages to that kind of tight city building... 2) The amount of resources needed for an AI to go to war and given for champions seems off and doesn't seem to much take into account relations ect (there seem to be modifiers but those seem far to small). <br
Nice thing. Like in the old days of your civ 4 mod. :) Now applied in a professional way. Kudos Kael for bringing this here, much good will come of it. 2 imo utterly gamebreaking issues which deserve to be put high on the list: Familiars and other summons can summon strategic summons as well (100% reproducable) : Leading to the ability to summon them until mana runs out and thus making the game non challenging at all if you you use this given the
Not happens to all groups though (had a 2-people group with adventurer and merchant ok. :)). And for those groups it happens to, the other Units beyond the leader are named champion. (Murder on the plains still is displayed when you fight them. :( I'm not a bad souvereign for killing bad guys not for hire... ;))
Have heard that it doesn't work at all for kingdoms. Is that true or can I research the line and enjoy? I have the requisite archery-tech but can't build ranges (from master archers trait. What a surprise...). Is researching the rest of the prerequisites enough or do I need advanced archery on top of it? Not that its a big impedement thanks to the new awesome power of longbows and even shortbows+heroes. Who needs a paid army then? (Works better than ever...) But still n
That actually has been a feature of the game from the beginning. And let me respectfully disagree there is actually some strategic choice here and with the new implementation of shards seems to have been fully embraced. (Outlying improvements actually have a number of disadvantages and connecting them even later on into your walls is very worthwhile but not trivial with big cities / areas of infulence and quite some ground to cover...) The anger about it might be warranted but that
Silly easy exploit and earliest game-breaker. But easiest to ignore. Just don't use it. :P (except perhaps to kill ranged/magic invulnerable city-guards on occasion. Ha fight bugs with bugs. :D :P) Only some summons should be able to cast. Maybe block familiars from strategic spells (otherwise Int-cap for strategic spells is also moot. No teleport because caster is to dumb? No probs, just summon a little imp who is smarter and does the teleporting for you---> cap useless...)<br
Strange behavior too. Not sure if its tied to the radius of the cities actual buildings but it might. Have some long-winded cities and if I'm not utterly mistaken after a second reload (thanks to 2 ooMs but they are better than in 109.e so no coplaints about smooth running...) the borders of my captial actually expanded. Thanks to the first ooM in Midgame most of my cities are long snakes allready and Influence doesn't seem to shrink. So building cities in long strings might
Its not balance-problem as much as a straight out bug. For each type of combat (defensive manually, offensive manually, auto offense and auto defense) a tally is kept of all fought combats and their rewards and for each type of combat you'll get the reward for the current combat and all! former combats on top. Having 100 HP-Rings sure is odd. But obvious and reproducable... Those "reward logs" are only flushed when you exit the game and reenter/load a save... (which in turn will b
Of, of course you can create heroes. Just search for a nice hero of the other gender, get married (by clicking propose in the menu) to the nice SO and start creating. And some 72 seasons after birth, there is your newly created hero. You can even get a nice boost to diplomacy if you arrange a diplomatic union with the offspring of other factions (which will make you lose your daughters to other factions but sometimes have her offspring in turn leave to you, with sons their wives will jo
Its probably not a resist thing but a false display of damage thing. All ranged powers always display maximum possible damage for the spell/weapon but damage done is different (and has to be checked manually by mousing over the attacked unit).
Found a major bug basically making the game more or less unloseable: The gold reward after combats doesn't get flushed so after each combat I get the reward for the fought combat and that for all before them on top of it. Drowning in Money around Season 100. 50000 and counting... Looks like a quick fix might be in order between this, the Zone of Influence bug and the familiar armies... ;). As fun as the new concepts are. Its basically just bug hunting by now. No chanc
If attacking with ranged weapons / spells the little damage indicator seems to always display maximum damage, not damage done. I first thought that it might be a resist but then it dawned on me that the damage is always the same for the same power. So It is most likely the above...