Good to hear.
bigduncm24
[quote who="GFireflyE" reply="10" id="3356133"] Quoting phazonfreak, reply 9 Quoting bigduncm24, reply 8 This sounds like you're understanding Swarm as a free full strength attack by adjacent units. This is not the case. Rather, the attacking unit gets a bonus to their attack based on friendly adjacent units. The animation where supporting units 'attack' just shows that they're providing the attack bonus. Exactly, which
I think that Swarm itself is, for the most part, quite balanced. I believe the real issue is weapon damage. Mid and High game weaponry cause too much damage and because they do, Swarm seems excessive or overpowered. (Granted a reduction in weapon damage would not address your stalker example, but I'm ok with the AI having a little bite.) I've been modding weapons so they cause far less damage and by doing so I have found Swarm to be not only balanced, but necessary, in some situations
Diplomacy Understanding diplomacy can be difficult; how it works is not made very explicit. The AI prefers to declare war on weak opponents and the weaker an opponent the more likely war will be declared. The strength of your army factors into the faction power rating which determines your power versus other factions. If enemy factions are looking like they might dec
[quote]1. Tremor still doesn't work as described. Unless I'm wrong, Tremor is described to immobilize a unit for 3 turns, why then does it only ever immobilize a unit for 1 turn(the current)?[/quote] I think magic resistance may be checked per turn for each unit allowing some units to break the immobilization before reaching 3 turns.
[quote who="halmal242" reply="26" id="3354771"] Just give the catapult a specific trait, and then make that trait the prereq for the spell you have designed.[/quote] That's what I've done. The ability/trait is visible, but the spell itself does not appear until the catapult is made into a champion.
UnitStat_Defense_PIerce Is the capitalized 'I' causing issues?
I've been playing around with a strategic catapult 'spell'. Adding a value to strategic spells seems to work, so that's not the issue. The problem is making the catapult itself into a caster without making it a champion. Not sure if that's possible.
I think you also have to be at war with an AI faction to get it to surrender.
[Quote]Decreased Pike to 14 attack Decreased Boar Spear to 9 attack[/quote] Good call. I'd still like to see other weapon damages lowered as well. Reducing the range between low and high tier weapons would make the AI more formidable. Any willingness to give the slow and weaken effects within Chaos and Pandemonium minvalue 1 and maxvalue 3?
[quote who="Ratatosk7" reply="1" id="3351618"] P E A C E ?! In the grim dark future of Elemental there is only war![/quote] Someone already beat me to the karma for this reference. [e digicons]:digichet:[/e]
Change the thread title to Minor Bug Omnibus? A Bug Omnibus in general would be very useful though, major or minor.
I've noticed a slightly jumpy mouse when holding Ctrl and selecting multiple units inside a city.
A strategic hotbar is a good call. Also, this scrolling stickiness has been recognized and addressed by the devs.
I would like to see the dragon eye unlock a dragon as a mount. Design it as an expendable item that either spawns a dragon mount, or changes a dragon in the army into a mount.
This has been recognized and addressed by the devs.
[quote who="abob101" reply="7" id="3351136"] Quoting SnakeField, reply 5CoreUnits.xml needs some serious attention. A lot of the poorly designed units are in that file. This won't solve the problem entirely becasue the AI can design units outside of that file My understanding is that the AI can not design any units outside that file... what do you mean by this?[/quote] I spent the other day cleaning up Altar in CoreUnits and reduced the available pre-designe
[quote who="animageous" reply="1" id="3348190"] AI is wasteful of mana. In particular, it shouldn't use mana on fights where it doesn't need to. (In fights where AI power rating significantly exceeds enemy.) My question here is: does the AI *actually* have mana limitations? I was under the impression that it has as much mana as it feels like, since often when I go into the "Faction Relations" tab, they have their amount of mana listed in the negatives. Once I sa
I feel like the war declarations have improved in 0.85. Where as before most factions would figuratively skip being Hostile and just declare war, in my recent games only the war hungry (like Yithril) and neighboring factions have been declaring war. CoreUnits.xml needs some serious attention. A lot of the poorly designed units are in that file. This won't solve the problem entirely becasue the AI can design units outside of that file, but it'll go a long way. If SD doesn't
I think the AI, on harder difficulty levels, actually gets an additional essence when it settles a city.
In 0.80 there were two Strength traits, one for heroes, one for units. The unit one was removed, the hero one remains. It's somewhere in the internal design code that units have access to hero traits.
It's not just mana, I think you're right. There's more to the problem.
The Strength trait is accessible to the AI when it designs a unit from scratch. (Is this also where the bonus traits Bloodthirsty and Ironskin are coming from?) In a few recent battles where I was the attacker, the defending army did not start defending. Shields were above some units, but none of the units showed a defensive bonus. It seems like, when an AI army's path is blocked (usually by another army) it confuses the AI and the army just sits there... sometimes for 10
I enjoyed this quest. It's always nice to have those "oh hell..." moments in gaming. Kinda reminded me of those Doom all nighters.
I've had it stall when attacking both 2 and 3 units.