[quote who="Tasunke" reply="16" id="2769380"] My current formula of choice is HP = Consitution*((level-1)/3) [/quote] Doesn't that give you Zero HP at level 1? (HP = Con * ((1-1)/3) = Con * (0/3) = 0)
Yellowstone_1872
Kalin, is there a modding thread that explains the math operators at work in the XML? There's a UnitStat_HitPoints for each unit that I suspect would work fine to mod this if I put in something like [level*(10+(Con-10))] and I'd get the effect I listed above, but I'm not sure what the expression should look like in XML for Elemental to read it correctly.
One of the nice things about the UI at present is how it uses the "Empire Tree" to highlight Cities or Units that have options to build/move during the present turn. Once I discovered this, it made managing a larger kingdom much easier. It bogs down when it starts showing cities that just can't build anything, or cities that have improvements I don't want. Often, since I specialize with my city productions, I don't find that I need food improvements in a gold-produ
If they fix the pathing UI to show the track you would follow as you walk when you select a far-off place, it should take care of this by showing the fact that you'll be going the long way around.
I wasn't clear enough in the initial post, Rabenhoff. Thanks for prompting me to clarify. When I said "Allow Sovs to get 10 HP (just a number to throw out, obviously this needs to be balanced) per level and modify this by the Constitution bonus/penalty" I meant that it would work a lot like you are suggesting (I think). I'd see it working out like this at level up: Hit points gained for level up = 10 +/- Constitution Bonus/Penalty </p
They don't scale the same way as unit HP, and it ends up (among other things) making them very vulnerable in the end-game. It would be pretty simple. Allow Sovs to get 10 HP (just a number to throw out, obviously this needs to be balanced) per level and modify this by the Constitution bonus/penalty. By the time Sovs got to decent level, they would be able to actually go toe-to-toe with units that have leveled as the game progressed. The same for champions. It w
Agreed. This would be helpful.
[quote who="Nick-Danger" reply="6" id="2762867"]"caravans could be required to tie a city into the global food pool. It's logical and it'd add supply lines -- strategy -- to this strategy game. Creating, defending, and cutting supply lines would add to the game." [/quote] I'd agree with this wholeheartedly. If you needed caravans to supply food for far-flung outposts (for them to grow beyond 10 people), it would make caravans important and a
alternately, you could just increase the hit point totals on all units by a factor of ten to make combat interesting. My instinct is that it would become tactically interesting but incredibly slow and boring, though.
This is a bit of a suggestion, a bit of a question... It seems like a fair amount of the issues with tactical combat (especially move baiting and the whole glass cannon thing) would be solved if all combat effects were resolved before unit death was applied. For example, in a combat between two glass cannons (GC1 and GC2), the current system dictates that the first one who attacks (and doesn't have a disastrous low roll) wins because it kills the other GC. If there was
Thanks for the advice, Twohawks. That's good info. I still think that's not a very obvious way to delete them, and a button (or a note saying that right-click behavior is possible) would be nice.
On the page for a new game when you are allowed to select a Sov, I think it would be great to get a delete button. I tend to mess around with combinations of traits/looks/etc. and this page quickly becomes cumbersome. I know I can go into the "my games" directory and just manually delete the files, but that's a pretty inelegant way of cleaning out the roster.
^Nasebee Janusk really should just be a tutorial option, instead of a free merchant/hero who also gives advice. At least that's my feeling on it.
[Suggestion][Customization] Tactical Magic Quickslots https://forums.elementalgame.com/395650
In combat, I often use the same spells over and over (whatever the single direct damage or group direct damage spells best for my setup are, and maybe a buff or two that I use often). It's frankly a pain to have to open the spellbook repeatedly to just cast this small array of spells. My suggestion is to provide a quickbar just above the dashboard when a spellcasting sov/champion is active. Each button would have the spell icons only from the spellbook, shrank down to a si
I'd agree with this post, or the alternative of scaling the base production by the level of the city. Notably, this also has the side-effect of making the minors more viable if they are limited to one city that they can develop the heck out of. If SD gives them a little prestige bonus and lets them build the base buildings, you have a fortress city that produces reasonable resources in pretty good order.
[quote who="kryo" reply="1" id="2759871"]Shift+arrow keys will pan the map, if you don't wish to use drag-scroll or edge-scroll.[/quote] Good news! Is there a way to have a key rebinding for this put into the UI somewhere so we can change how this functions to suit our preferences (like preferring WASD), or a laptop limitation?
Throwing more ideas into the minor faction pool. I hope this doesn't substantially duplicate a post I missed in this thread. Minor factions that produce valuable and unique tradeable goods that major factions can't create out of the same resource pile. Like a minor faction with a horse tile that produces warhorses (+1 movement, +2 Def). You could trade with them to get the warhorses, but of cou
Thank you for your work on the performance, and the various gameplay fixes. I especially want to thank you that now alt-tab seems to work on my system, thus allowing me to post here while the game is minimized and waiting for my return. :)