[quote who="Derek Paxton" reply="4" id="3477550"] I've played with Crushing Blow at +50% too and I ended up not using it. I still don't use much at +100%. I don't know if that's just because blunt weapons are my least favorite, or because it is so dangerous to sacrifice a turn for an ability that can be dodged. I know the math on it shows it to be good, but personally it feels weak to me if it goes below 100%. Cleric Tower isn't -5% unrest per Essence
GFireflyE
+1 Yes please to more weaknesses.
[quote who="abob101" reply="1" id="3477519"] With the announcement from Brad earlier today for the release of LH v1.7 Where was this....? [/quote] Reply 209 @ https://forums.elementalgame.com/454453/page/9/#3477176
sweet! First post. So stoked for this release. :) Will the Crushing Blow ability be nurfed? At an additional 100% attack, this often can decimate opponents. Through personal testing, I've found that only an additional 50% attack results in some very interesting tactical decisons to be made. Crushing Blow is still useful but more sensitive as to it's use; which I think is more on par with how those weapon bonuses should be treated. Is it possible to
[quote who="TrashMan" reply="47" id="3477306"]B.t.w. - I'm worried about balance at the moment. Feedback on that would be appreciated. [/quote] Absolutely. I'm in the middle of a game and writing comments as I go through...
I like what I see. Will be getting this mod. :)
Good Morning SD With the announcement from Brad earlier today for the release of LH v1.7 sometime this July hopefully proving true, I have a request to make: Sometime in the near future, before v1.7 Changelog starts up (and as a side note; the community LOVES those Changelog threads), could we have a volunteer or two from within the company put together a streaming 'Let's Play' on Twitch so that input can be given from the community; literally giving 'live feed
If you're sovereign is a mage, the familiar can summon everything the sovereign can. This makes for powerful, cost effective army.
Sweet! Love the look of that Cathedral.
Another item I like least: By turn 100, I usually have 3-5 cities started up and developing. From the area I've explored, I see my adversaries. The AI has only one city.....ever so sometimes two. This means that I've already won the game. I can output 2x or even 3x faster than any given AI. Imo, when pioneer spam was pulled out of the AI strategy, I think SD went a little too far. For the first 75-100 turns, all AI should have the Expansive attribute. Where citie
[quote who="StevenAus" reply="41" id="3476779"] I haven't been able to download version 1.2 either on Internet Explorer 10 or Comodo IceDragon (a Firefox variant), with or without being logged in. And no-one else has downloaded in the 2 - 3 hours since you uploaded it, so there may be an issue.[/quote] I haven't downloaded it because I'm still finishing off my game on ver 1.1. ps....there are more comments coming. (up to you Soronarr if you want to use
I think the closest thing to your requestion is DSRaider's AI Plus mod. https://forums.elementalgame.com/450634/page/3/#3475476 However, there is a bunch of core file editing to get it up and running and from what I've gone through so far, many of the units are over the top. I agree in that it would be really nice if there was a set, agreed upon, grouping of modified units to help give the AI a
Possible point for consideration: I've found the Crushing Blow ability to be incredibly overpowered. I humbly recommend that it be reduced from 2x damage to 1.5x damage. The ability would still be useful but changed such that the player would need to tactically decide when to use the ability over and above a regular attack. As is, the 2x damage is enough to overwhelm most foes straightaway. Could this be adjusted in the 1.7 changelog?
Very interesting report. Thank you very much for posting. I'll offer some general comments to the wind: - Retail didn't die. It was murdered. The reason why numbers dropped so fast was because items were no longer offered on the shelves, and the ones that were required DRM connection. - Consolidation has only short term gain. The more the software industry consolidates, the more power will go to the vendor. They will be gateway and thus the deciders, as to what p
[quote who="davrovana" reply="8" id="3476279"] If Ereog's tower gave +2 air mana and +2 mana per turn, as well as +1 fame per turn, I'd build it.[/quote] What about +1 Air, +3 mana/turn, +1 Fame/turn, and unlocks some kind of spell? Windwalk: All units under your control increase movement by 1
Good Morning All right; I'll bite. For the most part, I would argue that there are two types of mods available for this game. 1. There are the genuine additional content or change the game mods 2. There are the patch mods that fix, fill, and round out the game where it just falls short. I myself enjoy playing the game...as I would argue...as it was meant to be played. At no point to I think these mods make the game 'worse' or
If a resource is within citywalls, you can upgrade it through the city build menu.
[quote who="Lord Reliant" reply="205" id="3476120"]A July release would be sweet, as well as a changelog in advance to see the other goodies Stardock has been cooking up. Brad's changes alone are cool, but I'd be interested in seeing some of that other stuff (like the performance enhancements). [/quote] and like the polish changes.
[quote who="KamratMjau" reply="4" id="3476123"]Maybe add a few unique trait(s) they can take? Doesn't the juggernaut have a few? Things like Deep-Frozen Core (+Cold damage), Piston Fists (Knockback), etc. [/quote] Or a few different weapons they can hold...
[quote who="perigrine23" reply="5" id="3476106"] In fact, I find it much more odd that some of the 1/faction buildings like university are not city-type specific. [/quote] A very good point. There are other buildings that could be city-type specific....thus allowing for more diversity amongst buildings and thus require a greater need for all three city types.
I definately think that Golems need a buff. Don't have input as to what that buff is though...
Very limited pool, but it's interesting to see even with the few responses on this thread that there is no clear cut decision. To summerize, the techs that have been mentioned as early picks are: Leather Working, Shard Harvesting, Civics, Knowledge and Restoration As you'll all notice, two were not mentioned: Charms, and Training So, I throw the question out as to whether or not these should be made more competive? and if so, How? &
[quote who="UnleashedElf" reply="1" id="3475956"]It's open to debate. I had hoped to be honest, to see more wonders, especially a few fortress exclusives for units. [/quote] Agreed. More wonders would be a very interesting addition. However, one aspect which I believe is detering such development, even from the modding community, is that the wonderings are a 'first to the tech' type build. The fact that there is
[quote who="Primal_Savage" reply="2" id="3475477"] quoting post The item "Grestsword" is described as doing 25% splash damage to all the units around you but it does not do splash damage. There is a "typo" in CoreWeapons.xml preventing the UnitStat from applying. >UnitStat_Splashdamage UnitStat_SplashDamage Apply this change to: Greatsword Maul_Bashing Maul