[quote who="merlinme" reply="32" id="3386291"] I'm revisiting this after playing another game or two, and as the developers are asking for ideas to work on. So the revised list: 1) Make it impossible to cast Cull the Weak on summoned units (or make it only castable on Trained units, like Deathlash), to stop the Skeleton Horde free mana tactic. 2) Make it worthwhile to get Summon Delin. E.g. get rid of the turn limit, reduce the mana. 3) Don't mak
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[quote who="Fallenchar" reply="13" id="3386331"] Resoln isn't the best per se, I just happen to like magic. Pariden is equally magicky, but winning is too easy with them being a Kingdom.[/quote] What exactly makes winning easier as kingdom? I am curious, because I am of the opposite belief ;) (Sacrifice and Blood Rage giving Empire the edge)
I'm still trying to make assassin work at higher levels, but the main things limiting it atm is no swarm immunity (dodge do not work well without it), and lack of attack in abilities. I've tried doing an insane game with both of those and I still lost ;) So there needs to be some buffs here and there, Bleed most likely and some initiative buffs is the direction I would go in for the early game, as in trying not to mimic warrior path.
Don't worry, if you play the game properly you won't use it anyways, so it's safely ignored.
[quote who="erock25" reply="12" id="3386501"] Oh wow that is good to know. I think I'll take a break from this game for a bit then. The combination of AI stealing all the city space and also putting outposts between my cities has really negatively impacted my save. [/quote] ? YOU are letting the AI do that? Go kill him mate ;) Don't wait for patches, outposts in your territory is a provocation you can not let slide ^^
The only things I want is bigger "spell bars" (more possibilities than 1-9), and some sort of "memory" for units, so when you swap their abilities, you swap them for every unit. So I get CB on 1 ON all the units of that type, double strike on 2 etc. you get the drift. ;) Some Strategic "hotkeys" would be nice as well. (so you don't have to browse through 5+ pages of spells before finding the right one)
[quote who="athelasloraiel" reply="40" id="3386405"] oh yes, outpost construction and upgrading rethinking. it's simply nto working well now... we need either separate que for outposts, like a worker unit that does that, or buying upgrades in gold, which take time to construct. I'm not allowing my cities to do outposts upgrades, there is always something important to build at home. [/quote] If you
I hope this is something they fix in the AI update. It seems that the new "Monster AI" that is implemented defends lairs and screws up AI's more than they did before. (that's why the 1.3 delay, it opened a can of worms for the "old AI" that needed to be fixed)
[quote who="Malorey" reply="7" id="3385930"] I think they should ask only the people who have played more than 1,000 hours (doesn't include me) what they would add to the game or change in the game and then wouldn't that make it the best game ever...or as close as a game could possible get to it?[/quote] Well the good thing about this game, is that you can change stuff yourself somewhat easily, or download mods from other people to do it for you. And good i
Have you tried getting savant and casting 1 turn Blizzards? Water magic is by no means weak ;) Also, Graveseal and then infest so everything you attack gets critted is also a good idea ^^
[quote who="Frogboy" reply="4" id="3385860"]+ AI prioritizes maximizing its army size before going into battle[/quote] Does this mean you have fixed the 60+ stacks of single units issue?
Have you tried going water magic and getting Mantle of Oceans? (40% reduced mana cost for tactical spells) Doing that and getting affinity (10% reduction, mage tree), makes you able to spam whatever spells you want.
[quote] There’s a lot more we want to do with the Elemental world. We debate regularly about what we should name future things. I.e. Elemental II? Fallen Enchantress II? Elemental: Something New? Or a completely new series? Tell us in the comments what you think.[/quote] How about Fallen Enchantress Elemental Lord of the Rings? ;) (no just kidding, go with the fallen stuff, probably better for trademarks either way ^^ ) So are you considering
It seems better in 1.3 atm. So you did some good work ;)
You didn't equip the 42 attack Void sword? It gives -100% xp.
I want to make a conclave mod, that makes making troops from the viable and different from fortress troops. (magic defense etc.) So if anyone have any good suggestions I will try to implement them ;) My current thoughts is making some buildings tied into the lvl5 Conclave building Tower of the magi, and adding some negative research to balance it, so you won't have tons of conclaves making imba troops. I'm thinking of adding resists, some magic dama
I love mods like these ;) Keep em coming ^^
It would help if you added a download link without tons of gibberish before it....
#1 Conclaves have buildings to get you mana, meditation gets you lots of mana, and Attunement or something is a custom sovereign skill that can give you more mana. If you want mana as reward from lair, feel free to mod it yourself ;) #2 You got a point there. The current champion death system is a bit lacking, but it works okayish.
Any way to make a unit make an attack sound regardless of weapons? Trying to tie this line into an ability instead of weapon: Hit_LightningHammer_03 Since abilities doesn't have easy artdef for me to copy from it obviously didn't work alone. ;)
[quote who="joeball123" reply="13" id="3384826"] I think if you manage to get a real bit of physical attack into that 9000, that full 9000 attack will start contributing to the staff damage. The reason it doesn't currently is that the only things that improve actual physical attack are weapons, and staves don't include a physical component to the attack. All of the bonuses instead provide a physical attack boost, which only gets added in if there is a nonzero physical attack t
The description has nothing to do with the real effects of the building/ability. It's just about a description, so don't worry about messing up things ;) (as long as you only touch the description tag line that is ^^)
Practically on top doesn't mean anything in autosolve. Either way there is a log you can check to see what is going on to be sure.
The main point of magic staffs being bad for champions is the insane initiative blow, and that the damage does not scale at all. You can have 9000 attack and the staff will still hit for 12 (or 6) damage. The only stuff that scales with it are more magic damage. So the +2 fire/cold damage amulets, and the rings are the only way to increase the damage. This is also a good tip when designing mages, get those rings and amulets on them and you can increase damage by at least 50%. (if you use all
You would need to find the code doing the descriptions and remove one of them. Try searching for lumberyard and governor in the xml files who seems appropriate (buildings etc.). If you remove the *** line it should probably work without doing anything else to the mods.