[quote who="Heavenfall" reply="1" id="3479226"]Experience is calculated from combat rating as far as I know. And I definitely saw something about that in note.s[/quote] Good pickup. [e digicons]:beer:[/e]
abob101
[quote who="GFireflyE" reply="9" id="3479091"]My heroes are spawning adjacent to my sovereign. I thought Brad had coded for the heroes to spawn near the capital city instead? [/quote] What's happening with this one... are everyone's heroes spawning with the sov, or is it worked as intended (they spawn at the capital) ?
And if you want to stop them casting spells also, you'll want something like this from spell Silence... Unit PreventSpellcasting Silenced 3 1
[quote who="Replicators" reply="2" id="3479477"]I tried this, but the enemy was able to retaliate.[/quote] When you say retaliate, you mean Counterattack?
[quote quoting="post"] Is it possible to create a spell that freezes a unit in battle? Gameplay effects should be that it cannot move, it cannot attack, it cannot dodge, and the part that I am stuck on, it cannot retaliate. How can I get about in doing this? [/quote] If you make them Stunned, that should stop them retaliating... I think. If not set Counterattack to zero. Combine that with effects like setting Move,
[quote who="Hellions" reply="5" id="3479450"] And maybe I'm the lone voice in the night since I'm the only one complaining. [/quote] I haven't had the chance to play the beta yet, been busy with not gaming stuff unfortunately.... but i've been reading the feedback. This sounds like a big problem if it's dropped off as much as you indicate. Kinda surprised noone else is mentioning. Keep us posted on if it gets any better/worse.
[quote who="abob101" reply="7" id="3479322"]Hello. First post here. [/quote] Welcome! [quote who="AER2014" reply="6" id="3479318"] The faction General Tarth is in had 1714 influence by turn 105[/quote] What do you mean be influence...?
Yeah really want this fixed. Maybe change the thread from [1.6] to [1.7 beta] so Derek will find it?
Cool. [quote who="pet_wolverine" reply="4" id="3478917"]An old Core i7 2.8 gig processor.[/quote] Same here. [quote who="pet_wolverine" reply="4" id="3478917"]A newer GeForce GTX 760 graphics card[/quote] I know squat about graphics cards but I think that's better than mine. I've run up to about 16 AI's and it seems ok, but it's been a while since I played anything that big. I'd definitely
[quote who="Slashimus" reply="61" id="3478847"]I'm scratching my head at people not knowing how to rotate a camera in a game with a 3d map. [/quote] Yeah I spend half my time rotating the map, dunno why... just like to get a look at things from different angles or something. [e digicons]o_O[/e]
[quote who="pet_wolverine" reply="2" id="3478880"]with 21 opponents[/quote] wow [e digicons]8(|[/e] How to you find the performance and stability? You running it on a supercomputer?
[quote]*** RELEASED IN BETA ***[/quote] Yay, a beta version. Well done Derek/Stardock. [e digicons]:beer:[/e]
[quote who="highwayhoss" reply="10" id="3477796"]is there a way to mod reaction modifiers for other factions? For example I had the idea of an "Outcast" weakness where the Faction gets a -2 reaction penalty from other factions of the same alignment.[/quote] Unfortunately, as far as I know it's not possible to create new diplomatic modifiers. Because yep that would be a great weakness.
Anyone know if there is a way to reduce the wages for unit that has a particular unit design trait? I've got some unit design traits where I've set the quite high (like 50), because I want it to take a while for them to be trainined.... but it seems that then also inflates their wages quite a bit, which I don't want.
[quote who="davrovana" reply="6" id="3478477"] Quoting cocane79, reply 5 And i mean that. The game is just no challange anymore, which takes the fun out of it for me. Have you tried upping difficulty? What level are you winning on?[/quote] Also, have you tried playing against the units you've created? So if you create a bunch or uber-unit designs with your favorite faction and then only use that faction, you have a bi
[quote who="cocane79" reply="5" id="3478460"]earth grasp (is it called that?)[/quote] Don't think so, Shockwave maybe? [quote who="cocane79" reply="5" id="3478460"]Don't get me wrong, i see the use in maces and crushing blow. But even those units need as much initiative as possible. - equip mace - soldiers boots - every +init item you have beats any other mace-setup any day. [/quote] Yeah in addition to my tho
BTW if anyones interested there's a great explanation from tjashen on how (he thinks, and it sounds about right) Initiative works in reply #15 in this thread: https://forums.elementalgame.com/445840/page/1/
Calling it broken is a bit of a stretch but it's a valid point. [quote who="Ichthyic" reply="2" id="3478454"]overall twice as important point for point as any other statistic in the game[/quote] This is probably correct though yeah. I like the whole initiative mechanic - including the fact that if you're fast enough you might get to have an action more often than a slower unit. But it almost feels like it needs to be a bit mo
[quote who="cocane79" reply="1" id="3478000"]An "army screen" is really needed in this game. [/quote] Under Goven -> Ledger -> Economy you can get a list of all the "armies" and units, but the other than how much their wages are (and the ability to disband them)... it's not got a lot of info. Agree that a nice big army screen where you could see all their vital stats, upgrade units etc... that would be very handy.
[quote who="Heavenfall" reply="39" id="3477904"]I think class limitations would make sense for some specific weapons. Shield of the Sentinel is a good example. Magic staffs another. On the other hand things like Sharp Longsword is now Assassin only Serrated Longsword is now Assassin only Legendary Longsword is now Warrior only just makes me scratch my head. To me, the item really needs to SCREAM class-specific to warrant the limitation. Different ty
Looks great! Not sure about the class specific items idea myself. Probably not too bad with the default 5 classes.... but once you start to including some of the modded ones... if you have 7 or 8 classes and they all have class specific weapons... hmm, not sure. I *really* hope that it will accept multiple classes for an item, for example a helm that can be used for either Warrior or Defender (or Paladin). [quote]Fixed a bug that would cause
Bump. @ Stardock, seems to be quite a few people getting this and similar issues with resources on random maps. I realize it might be a mod thing, but would be great if it can be looked at for 1.7.
[quote who="mltnschroeder" reply="9" id="3477823"]For some reason the Dirge of Ceresa spell isn't knowable by the familiar.[/quote] It's a special Sov only spell (and has a tag to indicate it's Sov only), so I guess that includes (or excludes depending on how you look at it) the familiar.
Question guys, for a "Slow Growth" faction weakness, that just reduces growth (in all cities)... what would be a balanced percentage? I'm not playing the game enough later to have a feel for it. -10% growth? -20% growth? more ? Thanks.