I just had the most screwed up auto battle against a single Banshee (9 attack 0 armor and 30 hp). My attacking armies statistics: 294 attack 197 defense 658 hit points I don't think there is anything else to say here except something is wrong with banshee's and autobattle. --- I just manually battles the banshee and it was a really stupid fun (aka not fun). Apparently they're 100% immune to physical damage
katrisa
I also don't like the way XP is divided in relation to having more than one hero in the same fight. In my current game I have three heros in the same group (just getting ready to split them among 2-3 groups. But with my research my 5 man troupes with all their armor and weapons are vastly superior to my under-leveled heroes. Its really disappointing. They would be fine had their levels not been dragged down so much by shared XP. But t
I understand what you're saying... but I wasn't even trying to "hack" and suddenly my other faction's units were available. That's a bit immersion breaking wouldn't you think? I understand when you have a client side game, under the hood edits are always possible. But this is so in your face its not funny. [e digicons]:D[/e]
I understand why it occured. Its because they are trying to save your favorite units for use again when you play again What really needs to happen is factions under the hood with the same name need to be referenced with unique identifiers. Such that you can actually create two factions with the same name and no overlap every occurs. Or when creating/modifying your faction the original file contents need to be deleted. This would probably be the simpler sol
I just realized it's quite a bit worse than I initially thought. You don't have to play through at all. All you have to do is make and save a naked unit for each faction, quit, make the next faction with the same name. Rinse and repeat. By the end of the process you should be able to make units from any faction at the start of a new game (with your original faction name). I haven't exploited it like this today but I'm quite s
I found a rather bad bug today. You can do the following: 1) Make a custom race named (Race1) with Altarian blood. Play through the game as them and make some custom units. 2) After start a new game, make another custom race named (Race1) with Ironeer Blood. Play through the game... What you will find is quit shocking, on the second playthrough with the "new" faction you will find your Altarian blood units available with their original&n
I'm having less issues with mana now. I'm seeing essentially the opposite observation as swarm tactics. Spells cost too much at the start and don't have enough oomph to match their melee counter parts. But then latter in the game you have plenty of mana and on the right character they can be quite powerful. I'm not sure this is a bad thing or not. I wish it was a more even experience though.
So as I've gotten father I do see that with hero's with mana reduction and focusing on mana buildings and other elements in this vein you can eventually feel like there is enough mana to go around. I still think this makes for a crappy start game for mages ;-/.
So I've played the game quite a bit more and I think my conclusion about swarm tactics is a bit different. My conclusion is swarm tactics is a bit too powerful at the start of the game and underwhelming later in the game. This has to do with the bonuses swarm tactics reward which are static and not scaling. I do wish swarm tactics were reduced at the start of a game, its clear to me right now that on higher world difficulties faction
That is sooo funny. 10 points!
If they made it so the system randomed male or female then yes that would be a perfectly find fix. And it might be easier for them to implement (less UI).
Right. They are great when used with a mage... but mana limitations are so painful right now I don't see the point in using mages often. Maybe I need more experience in the area. But all of my games so far have resulted in almost no tactical spell usage since standard attacks just made more sense (and mana was so limited).
I'll have to google heavenfall and see what I turn up. I'm used to modding in games like Skyrim (some skinning, special effects, and general modifying of behavor) and some tidbits of Civilization IV tuning. In civilizations you can open their raw XML files to see what the contents are and modify/add accordingly (overriding with a mod preferable). And in skyrim you can open the datafiles. I'm just not sure what you do in Element
I think tactical spells should maybe shifted to theircooldowns or based on their own resource for the units. Basing tactical spells of the kingdom resource just feels bad right now. Its not rewarding and is usually just frustrating. There is rarely enough mana to justify the high cost of a single tactical spell over a better unit enchantment. I think in conjunction with this the high end spell damage may need to be shifted down a little. Som
I won't argue with you there. I currently HATE tactical spells. Tactical spells should be on cooldowns rather than on the kingdom spell resource.
In the unit editor the henchmen's "random " button does not change the face overlay such that all random options result in a 12:00 shadow only. Not much else to say here, random isn't very random right now for henchmen.
After editing one unit and saving, attempting to edit another unit results in skills locking and graying out. This prevents you from editing a units skills untill you load the game or some time passes doing other things. I'm not clear why this issue occurs but I've hit it a few times now.
I'm still not sure what I think of swarming. Once you get farther along and defenses kick in and HP gets higher it does feel less out of balance. But I still think that swarming is reducing tactical options. From what I can tell still, with swarming enabled with the SIGNIFICANT extra damage it provides you're best off creating an army that heavily utilizes and defends against swarming. I will admit though that the effectiveness of swarming
IF they don't and you end up doing that parrottmath, I will love you forever! I looked at the guts of your mod and there was much more code involved than I expected. I'm currently not clear how to open the core files to see how its currently designed. Do you know of a good mod site that explains how to do this type of "Core" modding?<
I have gotten far enough with the race of "Men" to acquire henchmen only to find they are locked to males only. Please add the ability to create female henchmen. Thanks. On a side note. Sometimes when trying to edit a male henchmen the skills will "lock" and you can't remove or add any skills.
Yet another problem with swarming... Apparently when you use abilities such as "Double Strike" swarming doesn't occur. So you're better of not using many melee abilities and better off relying on swarm damage. This is probably one of the worst offenders. So all of those pretty neat strategy based abilities put into so many of the new character trees and weapons, won't see much use when swarming nets more consistent da
Also there are some other changes I've noticed which make the swarming problem even worse. Another change I've noticed is the distance between you and your enemies at the start of the fight seems to be MUCH shorter (half the distance on average?) This makes it such that the slower army doesn't even get to re-position their units before being swarmed (this doesn't make any sense either). Why would your units be so close before getting to take any act
There is something else to add. The current swarm design also chains "good or badly" with the initiative. Such that having a large number of high initiative units will just devastate the other side. Since in essence they can immediately score super high damage swarm attacks greatly maiming the enemy targets if not killing them outright. Again the issue is the other side has no tactical options to counter this approach. Faster units, with
Current "Swarming" tactics are out of control and aren't fun or rewarding. The problem is roughly as follows. Swarming works in a overly aggressive way for the attacker to a point of not making ANY sense at all. Example If you have three units lined up to one enemy as follows (A = allied attacker, FA = far ally, CA close ally and E = enemy). ------ FA CA A E ------ When A, the allied attacke