I think it should be -1 hit point *regeneration* not per level and not max HP (units behave like sov with low healing rate). Or a flat -10% HP with a better bonus to compensate for the penalty. From a roleplaying and lore perspective they should be frail and weak without magic, but with something magical to compensate for standard members of the race (champions have gear and enchantments). If the -1hp per level remains perhaps have a trait to give them some really fun magic armour as
Dr Franknfurter
The best thing for me is that coming back to the game I didn't want to make a custom race. It may sound odd but by that I mean not that I don't like custom races, I always enjoy customising things so I expected to want to do that, instead I was enticed into playing and actually enjoyed playing as each of the ingame races for many full games. I haven't actually stuck with a race of my own yet. Some of them still need a little love but I completed games as each, version 1.00, no maj
[quote who="Viperswhip" reply="17" id="3275800"]Stacks of Doom, not so scary when you can freeze it on the map for 3 turns (I don't think they can resist, I have frozen everything)[/quote] I've seen an army resist, but it contained a unit immune to magic (a pet cool pretty crystal snake) [quote who="fargol54" reply="12" id="3275698"]I would love to see "Survive for X turns" option.[/quote] So would I. But it doesn't really fit well with
I captured it in one game (1.0) and noticed a few things: No city level up bonus (no city traits/specialisation/or (as i hoped) ability to recruit darklings and shamans) Game code says it for city defenders it should have darklings and eventually the nasty shamans at lv 5 but it doesn't work, none spawn. City hub - Looks really cool. Not a problem, just wanted to mention it. Personally I'd like it to have the same code as a
I assumed the armour negating option was a placeholder to give them a bonus against mounted knights... or just a simpler mechanism than a bonus vs mounted troops or +piercing damage on firststrike... anyway if you were rebalancing based on number of hits to kill different standard designs then their damage (spears) would have been nerfed at that point while taking into account the piercing bit... so a much lower base damage because they work better against high defence designs... anything wit
I have to agree... I've posted a few small things, sent crash reports from my non-supergamer laptop and posted numbery stuff again only recently because I'm excited (again) by all the improvements in FE over WoM. The problems atm don't distract from the amount of fun I've had in a few games so far. I'd like more doodads, but I'm greedy and I have to say if I'd gone in to the release version of WoM with the current beta of FE I have now I would have played with a sm
My thoughts: A glass cannon is a description in two parts... the first is the low consitution and defence and the second is abnormally high attack. There has been a discussion of lowering attack and raising constitution I'm just going to add that defence should also be raised. Skin provides an effective barrier to many things, scales/shells/stoneskin/chainmail also prevent limbs falling off when hit with a stick or fork. Constitution/HP = more limbs/skin to lop-off/bruise
I had assumed that the game would eventually aim to have faction specific techs (ala Gal civ 2 eventually progressing to--> twilight of the arnor) Still, I'd like each faction to gain some tech differences in the interim while it's still broken. I'd suggest the following: Each tech choice gives 1 tech but also involves a small cost reduction in the following 1 or 2 linked techs . Also a cumilative
This is more important than it sounds... very annoying atm. If you stick with the stupidly unpronouncable random names you have no chance of remembering them... FFH2 (+ Master of Mana modmod) at least you got used to the names of each races first couple of cities, although not even necessary there as most events had a recentered window.
since frogbog mentioned diplomacy... I had Gilden declare war on me the turn after I secured a non-aggression pact in the game before last ... so many things are looking miles better but AI diplomacy still stands out a little (they were x2 my faction power but still seems off to be able to declare war like that. Then they pillaged and burned, attacking my rear when I expected a frontal assault... with a mixed stack made of half pioneers... bit odd that part)
Sorry in advance, a little wall of text. Initiative isn't so clear atm... affecting footsoldiers, mages, archers and mounted troops in strange ways and generally being rather hard to compare... +5 initiative? what does it do? 5 more turns? no, perhaps it gives you 1 and 1/4 turns compared to 1 before. Generally you need a bit of trial and error in a few battles before you can work it out (i'm not sure of values) perhaps the mouseover giving you a breakdown of turns per abso
Few ideas: I'd like all stats to have a higher base (except attack), initiative and defence to begin with so that early battles are more balanced and items are less likely to cause a kiting problem. Also I'd like bows to have a penalty to tactical move speed rather than initiative (archers should strike first, move slowest). Concerning arrows: if remaining encumberance was related to arrows left...more accurately I would like each arrow used in battle to add 1
[quote who="ZombiesRus5" reply="557" id="3060221"]This is similar to an idea I floated a thread or two back. I think it would be possible to make a modded scenario with the Galactica trying to get to a specific destination. Sorta I know I won and how many civilian ships did I manage to bring with me. [/quote] Hey, sorry I didn't get a chance to reply before. I thought it could be done by having the civilian ships have positive abilities that target capital ships (sa
[edit] Just wanted to say I've enjoyed playing against (and as) the cylons and trying each of the SotF races and I'm impressed all around at the quality and attention to detail. That said... I think it would be an interesting idea for a scenario with more civilians. It looks like there'd be potential for using the SotF framework using a neutral militia mod, a race with a series of capturable civilian support ships from BSG... just one way of allowing
I have intermittent internet access and would love to be able to play the beta... is there any way of downloading the xml data or making a backup that can be used when you can't connect and use the updated version...?
it certainly drills itself into your mind, love the others though http://en.wikiquote.org/wiki/Sid_Meier%27s_Alpha_Centauri worth playing just to hear them Richard Baxton piloted his Recon Rover into a fungal vortex and held off four waves of mind worms, saving an entire colony. We immediately purchased his identity manifests and repackaged him into the Recon Rover Rick character with a multi-tiered med
Loved Alpha Centauri... not sure what made it so perfect. Mindworms/interludes and interaction with the planet were good for immersion but I think the voiceovers for techs were the most memorable feature of the game. Also I used to love aiming for satelites to boost the food, production and energy of every city (up to it's population size)... always had the game won before then it seemed. Special mechanics for each race were nice, I only avoided my 3 favourite races (university, conciousness
I had a large number of MAFs as well (I play on a 4 year old laptop mostly, only ~1Gb ram) I've been able to play games much further although it helps to play on smaller maps... I managed to play a standard erebus continent* marathon game as the dwarvern golem crafting race with 50% of the land area covered by my culture before the first MAF (i'd wiped out 4 races) and I hope from the next changelog that Sephi is working on reducing some of the artwork load to help with MAFs too... St
evolution from WM, although now a separate species entirely. Sephi and the team (greywarden, tesb and others) from wildmana decided that the changes they wanted were too big for a patch, spent a while playing around with new mechanics (primary and secondary improvements... and a few other concepts that didn't all make it in the original form) they ended up with a full system for global spells and everything... I only decided to try it when I saw the screenshot of the magic research screen and
I would like to say that the added victory condition is optional but it is nice to have different goals for each race although they are supposed to be as hard as winning by conquest or culture and I don't think they're fully balanced (or documented) yet. The resources are far less confusing than the early version of the changes... they tried forcing you to only have a couple of improvements, then added huge costs... now cities have clearly visable support levels that increase with the
Have it, play it, love it... suggest others play it too http://www.masterofmana.com/ Were I to start listing what it has I'd start with: Diverse Civs , (even more so) Significant traits (like master of water giving you the power to cast riches of the sea... when you have enough mana income), fully realised and separate faith and mana mechanics , global spells
I agree with the essence talk. I'm saddened by the proposed loss... although I'm sure it will be functional. I just hope this measure is a splint for the broken bones of elemental as it stands... or limps. Perhaps this will encourage design growth along with other 1.1 changes. I'd like many of the ideas proposed in the past return to elemental in future updates, atm it lacks the soul of the concept it began with... all the essence uses are part of that soul.
I agree with the arguments against teleport on most of these points and I wouldn't say you can call any of these arguments pointless. I would say, what do you want teleport for? utility spell, defensive, offensive, for retreating/advancing/reducing movement costs and how can you prevent it being abused easily want peacetime unit relocation? make it have a 1000% penalty to cost when an enemy is within the local territory to prevent using it for ambushes<br
I love this idea, really do (never managed to make a fully working custom camp' in HommV to get my heros to the highest levels) I'm wondering if you could have a special type of custom game for this... ala progression wars in Sword of the stars. If you have benefits for the next game dependent on how you end the last you need to control the turn you select to move on, otherwise you would simply farm exp/gold/techs/units for a bonus. So... Progression wars in Elemental?
How about any of the following: teleport induced vulnerability? (reduced combat capability -50% attack/defence/tactical movement, unable to cast combat magic in moving stack without interrupting, sov counts as being in enemy lands in terms of death penalty) Make a teleport have a charge up time and cooldown? (say instant for short hops, 1 turn for 5+tile jumps, 2 turns for n+. Allow teleport to be interrupted during that time. Prevent movement from target location for a simila