[quote who="phazonfreak" reply="1" id="3393075"]There used to be a prestige mechanic in Fallen Enchantress and I did not like it.[/quote] Yes you are right,t it is more clear (and Civ like). I too like the current system more. Mixing city and empire mechanics (new and old) would probably just be confusing. Consider it "out".
Schnorkde
I had a very long road trip so I got quite some time to think what I would suggest for the next expansion of Legendary Heroes. This got a little lengthy but is is an expansion right ;) I'll cover: Citys Factions Magic City's Ok i do not want a completely covered map with state borders. Thats just not fitting for my imagination of a fantasy world and wi
Right, [quote who="ampoliros5" reply="77" id="3344926"] https://forums.elementalgame.com/443063/page/1/ Schnorkde has Tactical UI suggestions that I +1[/quote] should have posted here.
HI, just had a tactical battle and found two more missing features: - please color the initiative list on the left in red and green for enemy and own units so i can quickly see when the next enemy is getting a turn. - when i hover over a uint (in the list) please (strongly) highlight the unit on the battlefield so i can see which one it is THX
We discused something here ;) https://forums.elementalgame.com/441124
There needs to be a punishment for retreating. Maybe a initiative malus for some turns and/or a lost movement point. Otherwise an army could retreat endlessly. You should have to reach an escape point to leave battle too. Fleeing could also cost mana/HP(20%)/Fame or gold. It should not be for free. Also the idea from mqpiffle is fine (with
Oh thx a lot! But still, would appreciate it a lot if it could get some UI attention. Maybe a little bar, a little number and a little line indicating when the next "tic" round will start. ----------------------- (turn/tic) [XXXXXX-----]+2 (tics to get 100) [XXXXXXXX--]+1 [XXXXXX-----]+1 ----------------------- [XXXXXXXXXX] [XXXXXXXXXX] (ASCII artistic depiction) This would als
Hm, on one hand it's no game contend just a "fix" for an old problem ->FE, on the other hand it' very handy .. ->LH ;)
Hi, I wonder if there is anything planed to improve the foreseeability of the initiative system? Would like to see maybe a little bar which increases until it is full (then it is time to bring the pain). Or little numbers of the current "stored" tokens. Basically i do not know when my unit will receive it's turn or how much a "haste" spell will change the order. Also i do not know what initiative 20 means. I know its quite good but
Oh cool. Just saw it in the LH pre beta video. -closed- THX!
HI, currently I've given FE another try and WOW this game made some progress! But just playing a few turns and IT started itching again. "Where do i need to meet with my army and my new units from the city?" So this is old news and we got to see the path we will walk so far. https://forums.elementalgame.com/414959 But i need some more. In short: Please show how long it will take to reach
I like spells to have a number of shards as a requirement. And again (as said in other threads) I'm a fan of "take the world as it is and adapt". Restarting again and again is lame ;) use the level editor instead :D What concerns me more is that spell damage scales with shards not with intelligence. Weapon damage does why not spell damage? This would solve problems of "weak" magic. So we would have analogys between mondane weapons and magic. Both need resources to work w
[quote who="Sarudak" reply="7" id="3130689"] Quoting Stupidity10, reply 4I would be more than happy with monsters that gain new abilities as they level (DKL shamans learning new spells) and some more monsters of the same type from lairs. Pack drakes and forest drakes from the same lair and darklings, darkling archers and shaman from their lair for example. It would be awesome if young monsters (young ogres) could be expanded so they change models when they reach a certain leve
Currently it is not a single spell but the way it is limited. [quote who="seanw3" reply="21" id="3130104"]Strategic spells can only be cast once per turn by each hero that has that spell.[/quote] To be true I did not notice Oo, shame on me, got lost in the discussion. In this case i do not like the limit in place ^^. A limit "per spell" is also bad. Why not summon 2 elementals. in one turn if i have the mana and casting points. I would have to cast different creature
No offense taken :) [quote who="Kongdej" reply="18" id="3129972"]your issue with max mana sounds like you just have an issue with the computer being "inactive" and not doing anything to stop you storing tons of mana, not the fact that you CAN store tons of mana.[/quote] Maybe part of the problem but it is also colliding with my imagination of magic. I agree that looking for those consumable may get into the way of some tactics, and even be annoying
[quote who="luketan" reply="16" id="3129692"]cos there is nothing you can do about it.[/quote] If having a global cap it needs to be done: invent new buildings, spells and items... ;) [quote who="luketan" reply="16" id="3129692"]So that creates choices....[/quote] And hopefully difficult ones. That's the best case!
[quote who="Kongdej" reply="14" id="3129612"]Want to add that you need to remember, that limits for the sake of limiting the player is bad, limits needs to be well thought through and well implemented in a game[/quote] I'm a liberal pearson too ;) I thought I had a lot of good reasons for my suggestions: balance (and therefor more BIG spells without game breakers), troops for example cost production, upkeep material, resources, buildings and resear
Ah now i got the right words for my mana bank problem: You will get an advantage for doing less or nothing. Just sitting, waiting piling. Then you go out and fry em all. It should not be rewarding to do nothing. Ok you can play more efficient than another players and therefor have more mana, but still...
Thx for all the reply's! [quote who="seanw3" reply="1" id="3129048"]There already is a building that makes all enchantments on the city free, but for some reason this bonus is hidden from the player. Probably needs to be added to the tooltip.[/quote] I like that but also did not notice. All kinds of "all free" are difficult to balance, what about first two or worth of 4 mana. [quote who="seanw3" reply="1" id="3129048"]I don't see the point of giving out 5
In reference to the great article by Jon Shafer : "Make a better game–limit the player" some things i'd like to bring up again. How about limiting the amount of Mana a caster can use per combat/strategic round? Which would also creat some nice perks and weknesses and will favour champions with highlevel spells. <
Hi, thx for showing the future path of a unit, but i'll keep nagging: it is still v0.1 please add: showi the path before the unit moved the first round, otherwise the movement points are gone before i know the path show how many turns are required by little flags or campfires Sorry to bring that up again ;)
Yes, you are right. It would be a lot of work and may consume all my time and motivation for not much effect and just struggling with the unhandy tool for my task. It's just a language and for example the xslt which i had to use so far were very annoying. I figured my best weapon for this fight is a high level language. And I'm a little old school and like precise languages so C++ it is. So far i still can manage with my little QT "engine" which works well for a
[quote who="seanw3" reply="5" id="3114323"] If that all you wanted to do?[/quote] Was more thinking like this: http://en.wikipedia.org/wiki/Heat_equation just to get a glimpse ... really trying something new here. I'm pretty sure this is not (efficiently) doable in XML ;)
K thx for the hope, but how the mana is distributed and used is very important to me, so i must stick with my own crappy graphics ;)
Hm thats very sad. THX for the link any way.