In 1.1, I am fighting kingdom of pariden, and I am seeing a city with an essence and nothing in it -- not even meditation. Looking closer, it has a scrying pool, so I am imagining that the AI does not notice when it upgrades a city from no essences to having an essence (though, to be fair, I sometimes have overlooked that, myself).
dihir
Of course, when you split out A from B in a case where "everyone wants A and no one wants B" you are not really adding any diversity
+20 constant is better -- +1/level is weak initially, and becomes overpowered later when you do not need it (i often get into the level 30-40 range) Anyways, i think the wraiths and resoln deserve some play, to find out the things that really need fixing -- it's usually a bad idea to change gameplay purely based on how the numbers sound instead of how the game plays. Note also that if dodge on wraiths is too much, it might be that other effects which benefit dodge need to
[quote who="Glazunov1" reply="26" id="3294633"] But as your territory is localized and permeable, they can simply walk through and pick off favored spots, turning your lands into Swiss cheese. [/quote] I have usually been playing pariden, were it's 50 mana to drop an arcane monolith ahead of a pioneer. The challenge, for pariden, has been building up enough strength to be effective in the early game (either commanding respect, or to go on the offensive if that
I feel that horrific wail is acceptably underpowered, and much prefer dirge of ceresa. The numbers look smaller on dirge, but it does its damage when you cast it and again every round the enemy unit takes (actually, for only ten rounds, but I have never had a battle last that long with dirge active...) Dirge and wither work nicely together, for vulnerable enemies. The advantages of horrific wail are that you do not have to build up a good supply of death temples to make it
I believe I was checking my tactical spellbook, but I shall check again the next time I get it.
[quote who="Fearzone" reply="95" id="3294484"] The delay while casting it I can see. It might be interesting counterplay to have a specific animation for that spell such that the turtling opponent has a chance to try to interrupt its casting. But 2000 mana I think is too much.[/quote] In 1.02, playing pariden, I would sometimes be earning well over 500 mana per turn in my late game.
If you agree with most of what I said, does that mean you skipped over the parts where I pointed out the usefulness of spells other than death ward, in battle? I've played pariden a lot. I am playing resoln now, and I am noticing that where with pariden I could stay in battle almost constantly I am needing time between battles for resoln. My mana costs are much higher, my mana supply is smaller, and my recovery ability is weaker and my cities take longer to develop. &n
Are you fighting spiders?
Life... courage only needs to be useful in early game to be useful, death ward effectively doubles the hp of your champions, shrink effectively halves the damage of your opponents, growth effectively doubles the damage of your troops (unless they are dodge based and fragile), city growth can be amazing if you have enough food, heal is great for long battles where you would be outmatched eventually, or for "topping off" a unit during the opening moves of one, for example when facing a
[quote who="The_Apprentice" reply="3" id="3294382"]Assuming it is NOT intentional (and I don't see how it could be, myself) what file to we alter to fix it? [/quote] Probably CoreAbilities.xml?
[quote who="MarvinKosh" reply="21" id="3294317"] Once the AI has these strategies at its disposal it will be a lot harder for a human opponent to get one-up on them using the same old tricks, More to the point, when the AI leaves that city of yours that it captured unguarded, you won't be rubbing your hands with glee, you'll be paranoid that his army is just over the hill out of sight, waiting for you to take the city back.[/quote] That depends on my sovereign! Th
[quote who="Leisola" reply="76" id="3294149"] Thanks for the explanation. Yes, I can see why it is useful. But I would argue that its usefulness doesn't warrant an effective such a big increase in cost AND a decrease in effects. This was just an example of a wider trend in the balance changes: something too powerful is fixed by both doubling costs and halving effects, which amounts (in the case of Destiny's Gift) to a 75% decrease in the usefulness of the spell. The comparison to
[quote who="Leisola" reply="74" id="3293986"]Hi, a new player here, just wanted to say that your commitment to patching the game made me buy Elemental: FE.It's a great game and I am looking forward to further improvements. Also I wanted to communicate a little worry about a small part of the patch notes. It seems that some of the balance changes are really drastic. E.g. you double the casting cost of Destiny's gift AND decrease its effectiveness substantially. I
I believe you can also get extra city defenders based on your population, even after level 5 (but I do not know exactly when they appear).
Note also that the spell that costs (I think) 500 mana to reduce unrest in a city also needs an essence, so even if you have the mana you might not want to use it.
This really depends on how you have built up your forces. Often, late game, I have detached my sovereign from the rest of my armies, and I rely on high initiative to keep my sovereign alive. Here, haste and slow can be crucial. (But note also that haste and slow cost like 2 or maybe even 1 mana by then.)
I have also fought him.
When I outpower my foes, I love negotiating non-aggression pacts and trade pacts and so on with them -- I drain them of their coins, I get to focus on my own priorities, I get various benefits (I do not bother if I do not think those benefits unfairly benefit me). I do not know if it's because I play on epic pacing, but usually after a few rounds of non-aggression pacts they are all broke and helpless, while I've been building up my own strength, and the trading pacts also hel
[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] Since you are not complaining about the blood sigil
[quote who="ins2" reply="66" id="3292789"] May I humbly suggest, however, that since this is a 1.1 release and all you also add a little content / eye candy as an extra ? [/quote] Nooo..... [e digicons]:omg:[/e] 1.1 is already taking a long time... (personally I want future features pushed into future versions and 1.1 out sooner rather than later.) [e digicons]\o/[/e]
[quote who="Fearzone" reply="33" id="3293431"] -Ships: I loved exploring with ships. We had it in WoM, we have it kind of in the campaign or scenario or whatever. I figure they will add it back in at some point. But there is water and there is also harbors and docks so why are there no ships?[/quote] The map pack dlc has ships.
Personally... when I play pariden (which is pretty much always) I start with a sovreign that does not know inspiration, and in a magic sparse and resource sparse desert world (so I often have to build settlements which have no essences, because there are none in that region of tiles).
Shrink a bear tame it cast growth on it ... and you will have a very small bear.
While this does not have the same convenience factor and does not give you relative information (like how much damage an enemy unit will do to one of yours), you can get some of this information by double left clicking on the unit (when you are not targeting a spell or a skill).