Sorry, I have not been reading the forum for a few months. Thank you for your answers everyone. For CdrRogdan: one way to implement what I propose without changing too much the code would be to create a building (e.g. Paladin Guild) that increases paladin production by 200%, and make Paladins quite long a unit to build. This way, sure you can build Paladins in all cities, but you probably do not want to. In Civ IV it is the same once you can produce tanks: all your cities can te
marionesi
If I understand it well, now all champs can wear heavy armor, weild a 2hd battle axe, and cast spells... I am all in favor of approachability, but maybe champs could be more characterized by something other than the choice they make as they level up? Maybe introduce a mana cost penalty when casting spells in heavy armor, if not a moe severe limit?
More than a few people are complaining about the techs and tech trees (and quite a few are not). Most of the complaints I have read go in the same direction: a call for technologies to be more meaningful , to change in a way how one plays the game, rather than being marginal improvements that allow you to do slightly better what you could already do. I'd like to assess the magnitude of the issue with a <span style="text-decor
Battle main strategy depends on 3 factors: 1) understand your foe: is my opponent a strong shooter (2S) or a strong meleer (2M)? 2) understand your strength: am I going to kill more by shooting (1S) or by engaging in hand-to-hand (1M)? 3) assess the relative strength: am I going to win easy, lose easy, or is it a challanging fight? Then your strategy will follow. If the fight is challenging then
"Magic users should be doing comparable damage to fighters at all stages of the game, if not more, given that they are expending mana to do so" On this I do not agree. Magic users can hit from range and hit with area spells. Magic users can summon, heal, haste, slow, shrink and do many more things than a fighter. Furthermore, I believe it's easier to dodge a sword than a firebolt (though I am not sure on this). So it is true the fighter does not require mana to use
[quote who="seanw3" reply="16" id="3075876"]One thing you can look for in my mods are buildings unlocking traits that will give your trained units bonuses based on your specialization. Stat bonuses per level are a fun gameplay feature, if you can balance it. I hope that regular units get some of this in the core game. [/quote] I am beginning to have high hopes in your mods, seanw3. Make a mod with guilds and you have made (at least) one happy man :)
[quote who="Barrynor" reply="92" id="3075070"]Quoting marionesi, reply 91According to what Frogboy said, my suggestions on city guilds won't probably be listened to I was hoping that idea to be not a deep change in game mechanics, but I understand that the game is already in the tuning phase, with room only for balance and almost no change at all to any game mechanic. I trust Derek view of the game so I hope this is a good decision. At the same time, I hope some modders will co
Derek, I hope you read this post. This is to ask you whether it is possible in FE to have technologies that unlock access to buildings, which in turn unlock new units only for those cities where such buildings are constructed (or now traits to be given to units trained only in those cities where such buildings are constructed). No need to reply to me directly. I just hope it is possible either now or with small changes for future mods. Right now FE has already taken a direction o
[quote who="Zygwen" reply="6" id="3075162"]Quoting Stupidity10, reply 3 Very much agree. Both heroes and monsters in the wild need a lot of balancing. Ive restarted plenty of games because both of the heroes near me were the wrong faction. It is so easy to just grab all nearby heroes off the start that if there arn't like 3 than I feel hard done by. Monsters should be more agressive and thye really need to scale better. Now it's either 1 tiny monster or a giant monster leading an
[quote who="malekith" reply="21" id="3072790"]There's a giant unit design feature that is entirely player-facing (the AI doesn't use it). It serves no purpose. The cities that build these troops... they serve very little purpose. The tech trees that improves the cities and the worthless troops... no purpose. If there's no reason for a player to build troops, more than half the features in the game serve virtually no purpose. Who cares what race you pi
Break enemy line is certainly innovative, but possibly messy to implement in a battlefield (what if there is no room for the army to split up?). Ambush I like a lot. Counterattacks are also a good idea. I think for now units do not counterattack at all, isn't it?
According to what Frogboy said, my suggestions on city guilds won't probably be listened to :( I was hoping that idea to be not a deep change in game mechanics, but I understand that the game is already in the tuning phase, with room only for balance and almost no change at all to any game mechanic. I trust Derek view of the game so I hope this is a good decision. At the same time, I hope some modders will consider my idea to be implemented. Just one question for Fr
I am all in for better characterized units and more meaningful traits (like the armor piercing trait in MoM). In the current system, the kind of units that you can produce follows from the techs you have - as in Civ series. In order to make cities more unique, I have suggested that technologies unlock some buildings and those buildings, which have prerequisites, allow a city to build special units - or give special traits to the units you train. This way we can have better units but als
Shard change may be a good idea, but should be considered carefully. It should be hard to do and have limitations, otherwise the risk of players having all shards of one type would be very high and unbalance the game. I suggest a spell that costs a lot of mana, with prerequisites, and that allows only some changes, like a "Reverse Entropy" that can change a shard only into its oopsite element (a Fire shard into Water or vice versa, an Earth shards into Air or vice versa and so on).
Friendly fire should definitely be on.
Very nice ideas here! I am all in for some structure to leveling (and if this means less randomness it's not a problem). I always have, and I was saying it months back. Give only randomness and you wash out the pleasure that some people have - me included - to plan their heroes, specialize them in a direction, and make heroes more different from each other. I think you have structured the thing in an interesting way. The base principle is that you have several trees and you
Sorry for those who read it already in another post, but I was afraid not much people read it and I really wanted some feedback on it :P This comes from reading posts and watching a lot of videos of beta games since I am not playing the beta. Sorry if some comments are mistargeted. The objective Heroes s
I see. This means that what units I can build depends entirely on the tech tree and not on the buildings in the city. This is indeed quite a clash with the city guilds system I propose. Unless you make Guilds a technology, and once you unlock it you have access to the corresponding buildings. Fighters' Guilds could be a Warfare technology, Academies could be in the Magic tree and Corporations could be in the civic tree. Luckily this seems to fit well. What do you think? Abou
[quote quoting="post"] I make a custom Wizard and take the best traits, why play with an inferior one? [/quote] Imo there are many good traits in MoM I am never sure which one to pick. And different ones make for very different games at times. Take Myrran and you get amazing mana and interesting races - Warlocks? Take Warlords and High Men and your UltraElite Paladins will bring down even enemy heroes. Take Channeler and you can mass enchant your troops while your mana almost nev
It seems that 2) making normal units more useful and 13) Improve/Refine City Development are the two main points for voters so far. I agree. I believe in this thread ( https://forums.elementalgame.com/416510 ) I threw an idea that may help to solve both at once. Waiting for your comments in that thread!
About your thread: I was about to open one of my own on the same issue, so I truly believe this is a relevant one. For this reason, 1 karma for you J I don’t know how the current system calculations actually work, so I won’t comment on how to change them. I believe you can achieve almost every result with any set of stats as long as you
Hey, If someone is interested in ideas for making cities more unique and flavorful, have a look at my post on city guilds( https://forums.elementalgame.com/416510 ) and throw some ideas in!
How about an increasing cost for imbue? Something like: first hero imbued: 40 second hero imbued: 200 third hero imbued: 1000 fourth hero imbued: 2500 ...
korn469's idea to let buildings affect other players' bonuses is interesting. One could go even farther and let buildings have different bonuses depending on how many other buildings of the same type exist in the world. But we must be careful with the consequences of our choices. Allowing the fact that buildings provide bonuses the more buildings exists of the same type in the entire world could possibly trigger these effects: > a player is encouraged to build gu
Mmm... ok. Maybe what is left is to hope for a mod with it. Or maybe Kael will make us a surprise and include it during the beta... still, I'd like people to come up with variations. Relating different Academies to different bonuses with different magic schools may also be a nice twist... New ideas/comments are welcome! ps: your mage guild looks really cool !