fantastic post, you really took time to find the numbers and I will take my time to give my sincerest thanks! :D I am pretty tired ATM so I will just agree with death magic needing a little of the violent power spells from life magic Death magic need some city buff to counter the aura of vitality in life magic (Imo), meaby some dodge, or bonus accuracy to trained units. And blindness should not be half the targets accuracy, I think it would be better designed if
Kongdej
[quote who="UmbralAngel" reply="2" id="3219078"]Edit: Brute Seems to Work [/quote] This is my experience too, I wonder if the unit trained "finesse" is broken too though :S Thanks for testing this too umbral! :D Sincerely ~ Kongdej
[quote who="Heavenfall" reply="7" id="3219065"] Quoting seanw3, reply 6Can we change the world lighting from this? I would like to have an event that blots out the sun, darkening the map. http://stormworld.wikidot.com/reliquary#toc9 [/quote] Wow you made a huge deal out of that Heavenfall, some things on these forums continue to amaze me :) Sincerely ~ Kongdej
I think this post could not be derailed any more, I was advocating that enchantments be powerful, but not scaling with essence, so 1 enchant is still powerful in a 1 essence city, but isn't ludicrously powerful in a 5 essence city. I would really want to see enchantments be powerful, honest, but I am not liking the scaling of everything. [quote who="GFireflyE" reply="30" id="3219073"]Individuals like Kongdej and Heavenfall are calling for essence to become even r
[quote who="seanw3" reply="2" id="3219048"]Surely you can play one game with the mod and then have the willpower to switch back. [/quote] What is this willpower you speak of? ^_^ Nah I still have some stuff on my list to talk about, I am not done (I have a thousand little items to get out there, hopefully upgraded :D) Sincerely ~ Kongdej
[quote who="Supreme Shogun" reply="3" id="3219036"]Re: Defender - I use defender a lot when making defensive type units. Defence is king. At least till they balance/ up attack ratings on weapons. [/quote] Well I think its rubbish, but I edited a comment about this in the defender section to reflect this. Sincerely ~ Kongdej
[quote who="Heavenfall" reply="27" id="3219032"]This is the way I would like it: 1 essence = "normal" near shards and such. You are literally guaranteed to have one near your starting position. But only about half of city all locations have such a spot. 2 essence = very rare, Perhaps occurs only near dragon lairs. Perhaps reduces grain by 1 in the tile. 3 essence = Wildlands around monuments/special locations. The best of the best. <br /
That looks cool, 3 questions for a guy who aims to mod the game after release (or dream of it anyways). 1: Will it be able to mod so you can make production overflow from 1 item into the next (Say my spearman needs, 5 more production to finish, I produce 15 production each turn, so I end turn and produce 1 spearman, and also is 10 production into the next item in my building queue (or whatever I decide to build next). 2: In case of nr 1 being a yes, will I be able to do so I c
Hm are you sure this would be beneficial, I think it would make each game more like the same, instead of making each game different. Sincerely ~ Kongdej
[quote who="Lord Reliant" reply="3" id="3219018"]Given that info, knowing how and when it expands is really helpful. Currently I've really enjoyed when the ZoC for my city increases, but it just sorta happens, and it's not obvious it's related to population. Please, can we get some info in the UI on this? And does anyone know the levels at which ZoC expands for population sizes?[/quote] I have never seen my zone of control expand due to population, but only due
[quote who="Supreme Shogun" reply="26" id="3219019"] IF essence was a bit more common to get hold of than it is now, there shouldn't be a problem. Outside of outliers where the game can make awful starts.[/quote] I really cannot follow this logic... Sincerely ~ Kongdej
[quote who="parrottmath" reply="14" id="3219010"] The problem is Kongdej I can reproduce it without the old files. There is something about an excessive amount of custom sovereigns that the game doesn't like. I'm sure they will fix this up in beta 5 though.[/quote] Yea, I understand, I think I can reproduce it too if I design a lot of custom units, (I see the problem, but only sometimes). But as I was testing just before, I had recently sweeped my FE folder in documents f
[quote who="GFireflyE" reply="35" id="3219012"] If unrest increased with population, there would be a drive to consider buildings to reduce that unrest. [/quote] I never liked the balance in population increasing unrest, and buildings decreasing it, mostly because population can be infinite, (you cant stop growth) and the buildings have a limit somewhere. I never run low taxes, low taxes are worthless unless you have the buildings that reduce unrest by 20
Looooooooks reeeaaallly interesting, I made a vow to myself not to mod my game until release so hope to see a similar mod near release, I don't think I entirely agree with the changes in level-up options, but atleast it seems more balanced this way :) Sincerely ~ Kongdej
Haha that's fantastic, don't excuse this its refreshing to see stuff like this. Now to the more important issue, give me that I tablet xD. I'm stuck with this huge bulky laptop. Although it will make it very hard to post bug reports, screenshots and all that nonsense :D Anyways, nice thinking ;) Sincerely ~ Kongdej
[quote who="DGB246" reply="8" id="3218997"]Battlecry - feels overcosted to me, 72 mana is alot to pay (plus casting time) and I can think of many other tactical spells I'd choose instead over this Glyph of life - not bad if you're on the defensive, I can see this having merit in the harder settings where city defences become more important Mantle of oceans - this right here is another illustration of why Life feels OP relative to death, they get exclusive access
[quote who="DsRaider" reply="1" id="3218977"] Packmen: +5 to army weight capacity. Grants Carry ability which grants target +3 initiative for a turn. Counter: +1 counterattack[/quote] Like your ideas, except I want to comment on these. Packmen: This, in my head would seemingly be a must-have for large armies, I don't like the idea of the regular trained unit boosting the whole group, it smells of too powerful, might be interesting though. Counter:
Another problem I see with the current levelling speed is my prestige going to massive amounts. Sincerely ~ Kongde
nice initiative DGB It would help if you put in numbers on the spells though, to help balance and people with less knowledge of each single detail give a proper judgement, or just ask for numbers or something. [quote quoting="post"]Life 1: Courage - 8 mana unit enchantment - grants extra hps Paragon - 90 mana strategic & sov loses hps - target champ gains a level Regeneration - 15 mana unit enchantment - heals life each turn Life 2: Au
[quote who="DGB246" reply="1" id="3218974"]Crusade - I can't remember the last time I used this and I'm not sure how I feel about it when it costs so much mana - if it also levels up champs and sovs too then I think it's potentially very good - if its just trained units then I think it's too expensive Glory - the only real stinker in the pack - 300 mana for 1 point of prestige is way overpriced and isn't worth consideration [/quote] I think you are under
[quote quoting="post"]but I could provide a savegame if it helped. [/quote] You probably should ;) There is pretty little information available in this post, so pick up the Debug.err next time, and fetch a savegame, also check if the negative cash-flow is persistent through loading and saving the game... but in reverse order xD Sincerely ~ Kongdej
[quote who="RavenX" reply="27" id="3218953"] Can't wait to give it a shot. DL'ing the update now. If I feel up to snuff I'll try to let you know what I think. [/quote] That's a bit late, were already 2 patches ahead xD Beta 4 patchnotes https://forums.elementalgame.com/429319 Beta 4A patchnotes https://forums.elementalgame.com/430134
[quote who="GFireflyE" reply="5" id="3218931"]As to the sounds, it varies depending on the battle. Sometimes all sound disappears. Other times just the sounds from the attack swing. Still others, when magic is being cast. Not sure how I can specify that... I wouldn't say sovereign's call is a 'bad' call....just not in balance in it's current position. Either have it come with a tech farther on the magic tree, or reduce it's effectiveness (though I'm not
Dex, I think you are looking at the wrong end of the stick, to bring population back to being important is not about making population control the production speed, since that would just make materials unimportant and we will be standing with the same problem, but with another resource. I think to make population important you should rebalance the +gildar buildings, and rebalance the benefits of levelling. Working within the current boundaries could make population very important, and
[quote who="DGB246" reply="19" id="3218915"]Some of you seem too keen to call for the nerf hammer when it's not really necessary[/quote] its not a nerf hammer for 1 essence cities, its a hope to rebalance the essence system so low essence is still worth as much as high essence, jeeses chill out, I get that you don't like the idea, I cannot understand why. The game is lacking balance so much, that is what being in beta means... (ok not exactly, but balance have not been