[quote who="Liquid Sky" reply="78" id="3288960"] Perhaps a different approach: Instead of trying to nerf the fun part of BeastLord (the search and taming), change how the beasts operate in combat. Make them AI only. Let the beasts be beasts. So you can still grow your menagerie, but will have some difficulty in controlling them in combat.[/quote] That would be rather severe, also, since (with a few exceptions, like rock spiders) beas
dihir
I have seen the damage delivered to targets go down when I use fracture on them. I wonder if there's an uninitialized variable involved here? Edit:I should add that this was immediately after I cast the spell, I do not believe that the unit had a chance to change defending status, but I should test again to make sure.
[quote who="HaaS76" reply="76" id="3288533"] 3. 1 mana / every 3 lvl of the beast. I just like the idea to keep the beasts under the command of a higher level leader... what do you guys think?[/quote] 1 mana per turn every three levels of beast sounds extremely excessive to me. But I think one mana per turn per beast sounds excessive. I can justify a significant food cap -- beasts eating a lot makes sense to me -- but a per-beast mana cost that equals or
The +1 move bonus for Juggernauts suggested in https://forums.elementalgame.com/437525 is a huge bonus. Was anyone really fighting them toe-to-toe?
[quote who="MarvinKosh" reply="11" id="3288205"] To be honest though I think things could improve for them a bit if they're allowed to pick another path at level 8, or if Path of the Governor became an option at a level higher than 4, requiring that you pick one of the other paths before you can get it. Then your level-up choices will not be limited to traits from one path.[/quote] I have gotten path of the defender on my sovereign after taking path of the mage, so I im
[quote who="»Dragoon«" reply="71" id="3288440"]I don't think it's OP if you play Ironman (no saving unless quitting), my preferred mode since Alpha Centauri. How every I'm newbie on this game. So my opinion means probably shit. Then an average ~25% resist chance and 40 mana cost are a strong balance factor at the start of the game. Later in the game when your spell mastery and mana income make casting tame cheap and reliable you have little use for it. That&
[quote who="mypony89" reply="45" id="3288476"] Quoting Zwollenaer, reply 1Before long I was shaping the world itself by creating the Elemental version of the Great Wall (A huge mountain range surrounding my entire domain). How were you able to do this? Every time I try to make terrain impassible with the raise land spell it says I can't make it any larger plus the spell description says I can't make a hill into a mountain.[/quote] Have you tried using cu
After playing a few beastlords, I think I see what you mean. But rather than a mana drain, I think that they should be a food drain, perhaps 1 food per level of beast levied against the city whose territory they are in? So if you are defending a city with a full complement of level 10 beasts, that city would be short 90 food. They have to eat, after all... If they are afield, they could be assigned a city using the same algorithm used to assign outposts to cities. An
[quote who="joeball123" reply="5" id="3288069"] Quoting Rangoon12, reply 3which I assume will eventually yield more than one shard each This assumption is incorrect. All that upgrading shard altars does is increase the mana production of the shard altar. As far as I know, there is no existing way in the unmodded game to increase the number of shards you have without building/capturing another shard altar, taking certain level-up choices for high level conclaves, or
The sad truth seems to be that males have a talent for condescension. Or maybe it's not gender linked at all, but size linked? I am remembering some high-school experiences here... And perhaps a part of the problem is that the people dishing this out are barely aware of the consequences of their choices, for other people. But how do we manage to raise our children this way? I am tempted to blame the school environment, where mostly the adults leave it to the chi
I should note also that the wither effect stopped working about the time i hit 10th level and 10 death shards. I hope that a fix for that gets included with the UI fix...
First, in the tactical sense, wither has a counter, several actually. It does nothing about damage mechanisms that are not based on attack (spells), and it's not much use against a single unit with a high attack. You can also bring in summons after it takes effect (which can be important for city assault under blood sigil). If you are desperate you might also be able to pull something off with high health and reflection. But it's big weakness is its cooldown, i
First, generally speaking, magic is extremely powerful, and it's not all about the tactical damage. I think that a general theme of your suggestions has been to try to balance spells for tactical damage, and I think you are missing out on how the spells are useful. Water is about control spells and the tactical mana cost reduction from mantle of oceans is incredible - that alone is almost worth the entire spell tree. Thinking about it, pandemonium is probably for meant fo
I have read through this, and i strongly disagree with some of your suggestions and in general I think this kind of thing needs some descriptive rationale rather than just suggestions. Still, you obviously put some thought into this. Anyways, here's my comments: A number of the spells you listed I have no opinion on, because I have not used them enough. I have never understood the confusion spell I got the idea that shadow world would release a ravagin
Please note that not everyone plays the game the same way. I remember reading one person that completed the full 10000 turns or whatever that the game allows. I've not gone that far, but I have played far beyond 200 turns.
I think monsters are selecting targets based on how juicy they are. They will happily assault undefended cities, but for some reason they avoid well guarded cities.
[quote who="MarvinKosh" reply="9" id="3287355"]Okay well, think of it this way, I can deliberately farm those wounded heroes for XP and inflict more injuries on them. The AI can't do that, at least not on purpose. So if you want to make the game more challenging, take away that cheese. [/quote] The current AI cannot do a lot of things. [e digicons]X([/e]
[quote who="viltris" reply="31" id="3287404"]You're not supposed to take down Strong armies with just 3 heroes. You'll definitely need some supporting generics, preferably archers.[/quote] Archers with something in front to stop them from being stomped is indeed the traditional approach, but the game does offer a variety of other alternatives, especially if you research heavily into magic and have the resources (typically mana and/or crystal, though the crystal-
[quote who="markwes" reply="6" id="3287314"]I do not mind. If a hero falls in battle, he/she should be carried to the closest city. If that city is attacked, any true hero should get out of bed and fight, not run off to a safe distance. (Mages could be an exception.) If the city is lost the hero should be crippled and withdraw to the nearest cave planning revenge. Actually, loosing should open new traits based on revenge or despair, and being injured should actually give expe
[quote who="rvgr" reply="5" id="3287090"]Life shards bump up the healing spell quite nicely. Also, strengthening that spell might not be such a good idea: with a 2+ caster champs in the stack a strong healing spell would mean that if a unit cannot be one-shotted, it is for all practical purposes immortal.[/quote] And with life magic, one shotting the unit might not be enough to beat it... And on that note, has anyone else been noticing that death ward brings the unit back with
[quote who="stax77" reply="26" id="3287096"] Quoting Kongdej, reply 25 (never build any unit wearing the "Club", or Gilden's special version of it, its really really useless) I do build those sometimes.[/quote] When playing a magic/civ based faction I might never research any military technology, and I might not even bother researching magical weapons (since I cannot afford the crystal to manufacture them). You have to make tradeoffs somewhere... And, since m
[quote who="sweatyboatman" reply="109" id="3287281"] It's hard to argue with Tuidjy. This is news to me, but here it is in the changelog from 0.99: World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunit
This is rumor but makes sense with the market's emphasis on mobile. Meanwhile there's other shifts in the market (including gpu based competition to the cpu and things like arduino) and note also that non-socketed cpus can go on a mobile sized device that has a standard bus (and with open hardware concepts the concept of "standard bus" might turn into something new). Keep in mind also that electronics are bandwidth limited - you can transfer information a lot fas
[quote who="MarvinKosh" reply="1" id="3287032"]Nope no tactical spell healing traits. It is kind of odd. Bear in mind though that with a high Initiative you can spam Heal pretty well, and Wellspring too.[/quote] I have noticed that some people get higher healing than others (you can test this using blessing of restoration). I suspect the issue is spell mastery, but I have not specifically tested this.
[quote who="Vallu751" reply="70" id="3286977"] Are we playing the game differently? Am I not using some ability or resource?[/quote] I cannot find sovereign's call in the wiki, but I think it's not available to resoln. But for example if you research consulates you can stack growth on a city using its outposts (if you can defend them). However, I think the people hitting the population cap might be focusing only on production and are not building any cities for fo