UncleJJ44

UncleJJ44

Joined Member # 4877917
2 Posts 52 Replies 387 Reputation

[quote who="paladinjb" reply="9" id="3325690"] Blind in its old form was way overpowered. If the accuracy/dodge/to-hit formula was redone to diminishing returns then it could have stayed at 50%, but with linear math it had to be nerfed. [/quote] Exactly. This is my attitude to the problem and I am very dissapointed that this quick and dirty fix was adopted [e digicons]8C[/e] Some time ago one or two threads here made comprehensive suggestions about how

15 Replies 7,333 Views

[quote quoting="post"] I'm looking at how to build better units, as I don't think I'm doing it right. I've been fooling around with Kraxis and trying to build units based on metal or crystal, depending on what I have available, but either I end up making super expensive units that I can only afford one or two of, or completely ineffective units that barely scratch my opponents. If any of you FE experts have some tips for how to build better units in

10 Replies 15,234 Views

I don't really see the problem with building them automatically. When you don't want them anymore or can't afford the maintenance just disband them and you get the 3 pop in your nearest city. JJ

11 Replies 6,085 Views

[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get. [/quote] This worries me. Global unrest sounds a lot like the Global Happiness we had in Civ 5 and that was a major reason that game was ruined for me (see Sulla's demol

40 Replies 111,989 Views

[quote who="Rhaegor" reply="6" id="3299445"] Yes, a movement indicator is really needed. It has been asked for a lot on the forums.[/quote] Agreed. But until that becomes available (we've had no promises from Stardock) you will have to move your units carefully usually 1 tile per click near a dangerous monster. Remember units move 4 tiles along roads so move the stack carefully until you have 1 move shown as being left, now you actually have 4 tiles of

7 Replies 9,781 Views

[quote who="Rhaegor" reply="17" id="3298263"]There should be some other way to gain influence other than a 2 point trait and 1 building in a town that does 1 point per turn. Definitely need a middle ground.[/quote] There is a sort of middle way, the faction trait Guile costs 1 point and it doubles any influence gained. So any monuments on prestigious locations and the Missionary Hall will give double the income and allow twice as many Henchmen. Incidentall

22 Replies 76,235 Views

[quote who="Humility" reply="8" id="3298489"]Governors ability only work in sit in city, not wander and doing a quest...Yes you could had governors join army and doing quest, but all those governors' ability is wasted and not make sence if he was not in city... [/quote] Indeed this is true for +2 growth and quelling unrest; and I never said anything other than that my governors sit in cities for 90% of the time. I am just advocating questing as a means to making a mu

13 Replies 13,849 Views

Governors don't really need a slow growing 1 xp / period. A better way to level them up is to take them on quests as part of a stack of heroes. They don't dilute quest experience like they would clearing normal monsters when stacked with other heroes. This only takes 10% of their time and a few quests soon makes them a lot better than a basic level 4 governor. In my recent game I bought 5 quest maps from a neighbouring Altar city (costs 100 g

13 Replies 13,849 Views

[quote who="jutetrea" reply="1" id="3298290"]Apparently I'm not the first to think of it.. https://forums.elementalgame.com/438020 [/quote] Yes that thread was mine. I had hoped that someone knew exact formula that gave faction power. Unfortunately no one knew the formula. A few simple tests I did established that population contributes quite a lot to FP and is about 4% of the total popula

2 Replies 8,924 Views

[quote who="mqpiffle" reply="52" id="3296702"]I still think Acc / (Acc + Dodge) would be the way to go. Base Acc around 80; base dodge around 20; therefore base 80% chance to hit. This would eliminate capping chance to hit because it would be extremely hard to get anywhere near even 10% to hit. This way 60 dodge reduces to hit to 50%, not ~10%. Of course I'm simplifying the numbers way too much but you get the idea.[/quote] I was thinking the

84 Replies 261,974 Views

I guess the reason they move at half speed across hills and forests is the same reason they move 4x normal speed along roads (inside own territory and in neutral lands). I would not like to lose the extra movement on roads if that is the cost of normal movement across hills and forests. If they had the scout trait then movement in rough terrain would be fixed and they could still use roads. It seems the Flying ability does not affect the movement

7 Replies 3,197 Views

[quote who="jutetrea" reply="19" id="3295300"]I'm a level/luck away from contagion. Not sure I have dirge. Custom cheesy race: Wraith, vuln to magic, master scout, enchanters, binding, lucky. Think that's it. Lack of mobility really bugs me - so master scout is a default Enchanters is surprisingly powerful - scrying pools and even the +dodge staffs +dodge from lucky is good synergy Binding is surprisingly

84 Replies 261,974 Views

[quote quoting="post"] What's up with that? Wings not fully developed yet or something? [/quote] They fly perfectly well in my 1.1 game. My 2 have explored almost all the large map now flying over water and mountains perfectly well. My first Ordinary Crow Demon flies normally too. Not sure what your problem is but it doesn't seem to be widespread. JJ

7 Replies 3,197 Views

I have to agree with the OP. Why bother to build infantry when mounted troops are always better and cost the same in production and resources and maintenance, except for adding a horse or warg? I seem to only need 1 stables providing 1 horse per turn to supply my needs throughout the game so horses are not a limitation in any of my games so far. Once I have horses / wargs I never build combat units that are not mounted, it is a waste of the other resources investe

42 Replies 31,398 Views

Using a Warg as a hero mount adds 10 dodge as well, so consider that as a combat option. You can always keep a horse (in your backpack) for long distance moves on the strategic map but you're usually limited to the speed of slower troops in your stack so a warg is good enough in most situations. JJ

84 Replies 261,974 Views

[quote who="cokke" reply="13" id="3293695"]I find the Elementals, with the exception of crow demons, to range from useless to utterly useless. Death demons are lackluster, even at 5, and beyond early game are outclassed by any random troop you can build. Sure they have some hp but 2 hits later and they're almost dead. And they hit like wet noodels. [/quote] I can't agree with this view [e digicon

19 Replies 16,243 Views

Basic troops can get quite a lot of dodge if you design them that way. You get dodge from any shield, from the Monks Robe and from choosing a warg as a mount. Then there are 3 traits that give more dodge in various ways; Acrobat (1 per level), Balance (+5 dodge - 1 HP) and Lithe (+10 dodge - 5 weight). Then there is the air spell Evade which adds 6 dodge plus 2 per air shard. There are lots of ways of giving basic troops quite a lot of dodge. With car

5 Replies 4,004 Views

[quote who="The_Apprentice" reply="10" id="3293432"]Thank you for that very detailed explanation. Elementals have started showing up according to the rules you outlined. Since I hadn't lost any of my original elementals, the only additional elementals I was ever going to get were new Ancient Class ones- guess I was just too impatient, or the game had to restart, or something. Anyway, I now have the expected 3 ancient mirror elemental and 3 water temples, so th

19 Replies 16,243 Views

[quote quoting="post"] I think the "binding" trait is really cool but I'm confused as to how the mechanism is supposed to work when you have more than one shard of a kind and when you lose your elementals in combat. I have the impression they are spawned sometimes. The manual only says "Resoln periodically gains powerful elementals from shard shrines". So does anyone know what they mean with "periodically"? Thx [/quote] The basic game at no

19 Replies 16,243 Views

Thanks to everyone who has replied so far, but no one seems to have the answer. I was hoping that a modder who could read the code would know all the factors that go to make up Faction Power (FP) and their exact weighting, but perhaps that part of the code is not available or something like that, I don't know [e digicons]:blush:[/e] If that is the case then we could get a good idea of what various things affect it by doing some tests on a known savegame

14 Replies 22,188 Views

I have searched everywhere I can think of but can't find out exactly what goes to make up faction power. It is obviously a vital factor in diplomacy as the AIs reaction to trading and treaties are haughty and dismissive when my power is 5% less than theirs but incredibly accomadating once my power is slightly more than theirs. Building units seems the easiest way to boost faction power but maybe buying and leveling heroes also has an effect. It seemed t

14 Replies 22,188 Views

[quote who="dihir" reply="9" id="3290805"]I love diplomacy, it's a good source of cash for me, and it lets me end wars and/or the game without having to chase sovereign's down to their last town.[/quote] [e digicons]:thumbsup:[/e] This is my attitude to diplomacy in this game and I have grown to like it. Don't trust the AI to hold to treaties they only respect your strength. View treaties as restrictions on your own options but not on theirs. If you

16 Replies 21,111 Views

The strategic downside to over expansion is that nearby monsters need to be dealt with (some of them are really tough until the end game) and the new city needs defence in wars. More cities over a wider area are harder to defend. The economic downside to having too many cities is that this slows down growth in the important cities. Big cities are a lot more useful than little ones, they give a lot more gold and research and have very powerful special buildings a

12 Replies 8,863 Views

They are better ranged units than bows and longbows. I like to build them in a Fortress (better accuracy, defence and an extra level) as they're fairly expensive in resources. It's worth increasing their firepower by adding amulets and rings for more elemental damage (fire and cold both work together) and mount them on a warg. Wargs give extra movement on the map and +2 initiative in battles, which they need in big battles as they can fire more often.&nbsp

16 Replies 7,843 Views