petrasvu

petrasvu

Joined Member # 4870012
1 Posts 84 Replies 103 Reputation

I am pretty sure they are less likely to atack if you have garisoned units. It does not evaluate what units it only counts how many. So you can have a lots of rubish and it will think that you are risky to atack (it still can atack, but chances are quite low). Othervise you can challenge him you might need few (3 -4) units equiped with high intiative weapons (if you have those first knifes researched with some intiative they will do) and stack dodge traits. It depends what

5 Replies 6,842 Views

Dont show them your fear. They dont know that they are scary. Put few cheap militias and most likely they will think you ar strong and wont dare to atack.

5 Replies 6,842 Views

As long the biggest problem seems rush, then why not to give it: 1. To ythrill (because they cant have ranged units), rush looks best fitted for them. Their jugs cant mount and has 2 intial movement. Rush looks nice fitted to them. 2. You can give some penalty for using strong skill like rush. Like if you rush then you lose accuracy for example, because in haste you are not well prepaired and cant hit that well. Or lose 25 perc of damage, because after rush yo

7 Replies 12,176 Views

Basicaly consider yourself as a winer in building race if you got that tech first. I think its new aproach and i like it. We were so fit to old CIV or similar game ideas about wonders, so we probably couldnt accept it with ease now, but i think Derek ir right at this point, You racing not at building process, but at posibility to start it. After all wonders are great by idea to build it mostly. You first have to have an idea to build it and only then you can proceed with buildin

11 Replies 10,906 Views

[quote who="Fadedcolors" reply="49" id="3348018"] Also, could you please make sure that the first aid bug is really fixed this patch? [/quote] https://forums.elementalgame.com/442930/page/1/#3344264 You can do it right now - dont have to wate for update.

212 Replies 636,693 Views

Well if to be honest i never using focus. You waste 1 turn to start casting. Second turn to finish it of and only on third turn you can actually start doing SOMETHING. On third turn my army already won a battle and then my mage has to hide behind trees with such a crapy performance :D

212 Replies 636,693 Views

[quote who="Borg999" reply="42" id="3347997"]Thanks for all these updates! However I disagree with the warlock nerf (from +50 down to +25). Will there be another "ability" available to bump spell damage up another 25%? [/quote] This made me laught: you already have 4 traits with 20 perc. damage boost and then some staves. When it will be enough for you mh ? >:P You know you can use "focus" on top of it, if so desparate :D

212 Replies 636,693 Views

[quote who="Azunai_" reply="41" id="3347996"]your example really just shows that elemental damage on trained units can be unbalancing... [/quote] It was just a part of what i wanted to state. From those 17 damage elemental is only 8, other 9 are still just from weapon + traits. And that might damage still can vipe plate unit in one hit. I want battles to be slower and units to be more durable, so i could get feeling like "oh that was a nice BATTLE". I wa

212 Replies 636,693 Views

[quote who="animageous" reply="1" id="3347921"] I have to disagree here. Unrest has actually come a long way as a mechanic. Nowadays, with the city count unrest penalty, it's hard to expand rapidly. The key point of what you said is "if I expand slowly" - that's what unrest is intended to do, stop the city spam that was rampant in FE and early LH. Also, making your first champion an administrator tree commander is one of the things I hate having to do, though pl

13 Replies 36,861 Views

[quote who="Wizard1200" reply="36" id="3347983"] 3. I am not sure, because charge is less powerful 4. Armors are stronger, because the weapon damage has been reduced [/quote] Here some modeling for you: iner fire on 2 esence fortress: 2 fire damage, aura of grace +2 init. elemental amulets: +3 fire damage, +3 frost damage. Your pikeman now can have what ? 8 elemental damage which dont care about armor and thats with ease. <

212 Replies 636,693 Views

[quote who="Wizard1200" reply="34" id="3347970"] - Blizzard inflicts 23 cold damage (8 + 2 (1 shard) + 50 % (warlock) + 80 % (evoker IV)) per unit of a group [/quote] All those skills CAN be and most likely will be taken if you want that kind of mage and evoker wont afect them as independant skills. Now after changes evoker will be 25 perc. so why you still calculating with old value ? My blizzard with your given setup even without evo

212 Replies 636,693 Views

I think its much easier to give AI some mana pool when it enters any battle on top of what he owns by natural in game accumulation. I think 60 - 70 mana pool woud make you to see AI in action. After combat this temporal pool should be gone again.

8 Replies 5,720 Views

[quote who="Brainjuggler" reply="18" id="3347862"] Reduced Warlock from +50% spell damage to +25% Will magic and the mage path be getting overhauled in the near future? Even with +50% spell damage my mages never felt terribly powerful. [/quote] Totally agree. I was often tempted to take general talent instead of warlock before. Now i am afraid warlock will be one of usless traits at all, because it benefints only for

212 Replies 636,693 Views

[quote who="Azunai_" reply="15" id="3347853"] that's not how the combat system works (and 6 guys is max, groups size not 7) the damage vs. armor calculation is the same for single figure or a group of figures - if they have greataxes vs. full plate armor, the calculation is 17 att vs. 40 def, which will result in about 3-5 damage ( damage formula is att * (att / (att+def); min damage is 50% of that value). if you have 6 guys in the unit, they will just roll 6 t

212 Replies 636,693 Views

Can someone tell me how much damage will do 7 unit psck against full plated other 7 unit pack ? I simply want to compare how much members i can wipe out with one great axe swing on heavy armor with new weapon damage update ? It could be good to compare intiative either because i belive not plate armored unit will have nearly twice more initiative and will manage to do 2 swings before even gets smashed back. Reason for this is that i still believe that weapons are st

212 Replies 636,693 Views

[quote who="Cykur" reply="25" id="3344166"]I just started playing the beta a bit, and I too noticed the "swarm" mechanic seems to allow the bigger team in a fight to snowball a win really quickly if they have the numbers or the initiative... [/quote] With bigger and more initiative team you simply cant looze with or withouth swarm mechanics (assuming you are doing rational choices after all). So removing it in this particular exapmple wont change outcome. That leads to:

32 Replies 37,679 Views

[quote who="GFireflyE" reply="8" id="3346066"] The logic is there. The game may not be able to cancel one of the Wonders, so the effect would be multiple one-shot wonders built by multiple factions. [/quote] It cant be an excuse, can it ? Other games can manage it and LH cant ? I had basics of programing and i am sure it can be coded, whatever you like it to behave - you can do it. And it should not require that much of lines either:

21 Replies 25,353 Views

[quote who="Heavenfall" reply="26" id="3347190"]Even if you give him all that, he is still much worse at defending from defense compared to other heroes. [/quote] My point is: to use his +6 regeneration as an advantage in tactical combat by: 1. Raising his defence to level where he wont get more damage per turn than 7 - 12 even while being swarmed. Its doable till your enemy has 4 units in stack with boar spears or similar (11 x 4 damage with traits might be around 50). W

28 Replies 91,099 Views

Ok my setup of game ussualy is: dence monsters, many wildlands, map whatever you like, monster dificulty expert/hard, AI dificulty expert (no bonuses best algorithms). Sovereign: mage - summoner or air fire mage, defender - beastmaster or armorer with life magic, assasin - dodge build mele weapons death magic for blind and graveseal for permanent crit. I always taking lucky trait, others are optional to your needs. Setle first city 4/3/2, if no such spo

63 Replies 141,240 Views

I also find out that if you conquering other faction city which had tower of dominion (1 per faction), you can rebuild it regardless the fact you already have one of your own. So it turns you can have few of them if you have cities from other factions in which they were built. Paroth i dont like your abstract wonder idea. Its tooo complicated. If i understad i could build some abstract wonder which could be turned into particular one after inventing tech for it ? In civ V if you

21 Replies 25,353 Views

I just love defnder class now: its perfect. Mage sumoner trait is also good done, however id like summoner to have some active skills related to their summons. Because now i summon my elements before combat and during it i am bored, yeah i can probably put hsste or heal them with life what i ussualy do... but its feel to linear after some battles. So i think summoner is nice with his pets but he is bored during combat itself. Pyro the man spell costs 500 mana for 3 actions in ba

139 Replies 443,236 Views

[quote quoting="post"] Also, I took the healing trait for one of my defenders, but the tooltip says "Heals target for 0" and it wasn't kidding - zero. [/quote] Its a coding mistake you need to change "value2" into "value" or something like that. There is detailed explanation in some posts in this forum. You can do it mannualy just right now or waiti till next update. I did and it works just fine now.

6 Replies 7,791 Views

Your aura of vitality is in those 83 hp. 3 percent is from bees or some similar improvement. I checked it also on regular units it works fine. Simply check your units hp before ordering production, it should be 80 and fter its being produced it becomes 83 because of 3 essences vitality. Its not that good for single unit stacks like golems, but noticable for regular units when they become groups or bigger.

3 Replies 4,837 Views

[quote quoting="post"]Take Tuatha as an example. A Troll champion with +6 health regeneration per turn. In addition to being a defender (+1 hitpoint per level) he also has the Tough trait (+3 hitpoints per level). Tuatha has 0 defense, and his only ways to boost that are spells, shields and maybe some accessories. As a melee/tank champion, Tuatha gets flattened in battle. His defense is extremely poor, and his hitpoints are nowhere near enough what is necessary to survive against e

28 Replies 91,099 Views