I hope minDamage values can be applied to weapons also, not only spells...
Franky999
Frogboy, your answer make me think about something: I hope that the program analyse the data on startup, (like the min and max value of items, weapons ect), instead of hardcoding the value in the AI script. I say that because mods can alter extensively these data values, and the AI could become unbalanced...
Too bad, it don't work for me: With the 1.07 version, no mod, the game just freeze when loading the map. I tried the Westeros map and it load correctly...
Regarding schools of magic: Researching spells in the first school: normal cost Researching spells in the second school: cost x 2 Researching spells in the third school: cost x 3 and so on, so can can specialize in a school at lesser cost...
For tactical combat: i don't see on the list the suggestion about an initiative system for moving units, instead of the current system of moving all units on a side at a time.
Just a question, could we just add the LUCKY ability to all units, to reduce the variation of the random results in battle ? Does this ability would also affect spells ?
See the following thread: https://forums.elementalgame.com/393348 We talk about initiative, flanking, weapon class...
I would like to add to this debate that Magic attack should be: INT vs INT for it's hit roll. INT this way relate to magic in attack as well as defense. That make more sense to me...
I play a lot of boardgames, and i am sorry to say but i find the tactical battle in Elemental mostly boring. What is the point of designing units if you don't have a way to play with them fully ? Go look at a tactical boardgames like Battle of Westeros, and you will see a lots of basic things that are missing from Elemental. http://www.fantasyflightgames.com/edge_minisite.asp?eidm=105&enmi=Battles of Westeros But i like the game and i want to be succesful, so here