Yep, those would help, but I'm thinking strategic level buff, so it would be permanent (well permanent until you cancel that is).
BlackSmokeDMax
Absolutely. At this point though, archers are somewhat decent if, as you say, keep them out of the line of fire of trog archers. Get some levels under their belts against non ranged enemies, throw some armor on them... they do improve. Also, I'd have to look but are there any spells that help protect from ranged attacks as in FE:LH?
marlowe, There may be a couple other options, not saying these are all in game now, just options to either use or be added to the game: -Armor up your archers to prevent easy death (which itself may need balancing) -Leave archers behind when attacking a group with trog archers -Craft something that increases initiative for either archers or for another unit that would let it go before those trog archers and cast a spell to kill/debuff them -Some type of
[quote who="Dr Franknfurter" reply="73" id="3499466"] Using tab is a work-around for pass not working as one would expect, or desire. I say it's the same in GalCiv3 the pass button doesn't skip that unit in it simply sets current moves to 0. Hence my comment about code being repeated from game to game. Perhaps it's completely different code by completely different people for entirely different reasons. But I thought it was an oversight, an obvious issue that you
[quote who="Dr Franknfurter" reply="70" id="3499444"] Pass, for example doesn't skip that unit it simply sets the current movement points to 0. This seems like the same thing, but it means that instead of pass being functionally similar to a 'wait' command, [/quote] Ah, yes this is different than what I was posting about earlier. This is in reference to strategic view, rather than the tactical I was talking about. I'd definitely love to see a wait command, al
[quote who="Gandhialf" reply="67" id="3499437"] (I'm not sure if I understand "pass deletes moves".) [/quote] I think this refers to the point that passing your turn skips your turn for that round. Think some people want to push their turn to the back of the line, but the way initiative works, there really is no such thing as the end of the line. I think the complaint and the requested change is to actually change the mechanics of the game. To which, I di
Sadly the patch today didn't fix this on my work machine :( Will have to wait until I get home to give this awesome looking patch a whirl.
[quote who="Borg999" reply="20" id="3499406"] Ok, thanks for the clarification on the minors. On a slightly different topic: I've noticed that there are some elements of Civ5 that are showing up in SK. First, is the turn button. Like civ5, it notifies you when there is an idle city/unit, level up , etc. I understand it streamlines gameplay and reduces the leaning curve, but it also feels like I'm following instructions or a receipe. Do this, now do that... [/quote
[quote who="StevenAus" reply="20" id="3499160"] I'm fairly sure that they do lose attack effectiveness when they lose members of the unit. Not sure what happens if you have a unit that is showing two members and then heal it back up to 3 - currently it doesn't update the graphic, but it may still update the number of members of the unit still functioning. [/quote] Thanks, I'll have to pay attention to that, especially post healing. Would love to hear a dev
[quote who="Illauna" reply="1" id="3499005"] Quoting , quoting post Max levels for champs or standard units? I'm hoping these are configurable. In AoW3 you can select the max level for heroes and units separately. This option can be game changing for the die hards that will be playing the game in
[quote who="StevenAus" reply="17" id="3498996"] Yes, units such as Trog archers or Trogs have a really high damage to HP ratio! They only have 3 HP per member, but boy do they put out the hurt if you can't get at least 2 of the 3 in the stack dead before they attack! [/quote] I haven't really paid attention yet, but do multi-unit groups lose attack ability as they lose members as they do in FE:LH or do they stay at full attack until dead?
[quote who="nim8or" reply="1" id="3498897"] Now this is an excellent idea, I like it far more than the current implementation of a 'doomsday clock', which simply feels artificial and unrealistic. AI Wars does so many things well on the AI front. [/quote] It already isn't really a clock. It's more of a meter. It fills up as things happen. You can also do things to take away from the meter. It's not like it's saying "Alright, here is your 200 turns, go!
Couple inquiries on experience points: Still going to have multiple champions in the same army split up exp and then figure standard units from there? Exp calculation planned to be shown in tooltips or end of battle wrap-up dialog? Max levels for champs or standard units? Just wondering if you guys have plans for this yet? Or if you'd rather keep them under wraps until later in beta, I understand that.
[quote who="Tattyhat" reply="47" id="3498765"] Of course if a developer is trying to put one on over on them, they WILL get angry, wouldn't you? [/quote] I think the problem is way too many start off angry and go downhill from there.
[quote who="Thormodr" reply="10" id="3498465"] I played on beginner and farmed creatures to get Tandis and Varda up to level 18. [e digicons]:P[/e] So, I equipped the two level 18 swords. Fun! Combined with 20-25 level trained units, the SK was a breeze. [e digicons]:P[/e] [/quote] I'm guessing the level 18 requirement is spelled out directly in the info via mousing over as it normally would be in these games?</
[quote who="Thormodr" reply="12" id="3498626"] Quoting Leo in WI, reply 11 Quoting Thormodr, reply 10 Nothing wrong with
[quote who="Redaxe" reply="32" id="3498441"] This does sound interesting. It also sort of sounds like a comparison to Star Wars: A New Hope. The viewer finds themselves introduced to a universe where an Evil Galactic Empire has won the day and is building the Deathstar to quell any further threat of revolution and dissent. We meet the rebellion that has to stop the evil emperor by any and all means. So
I just had this happen on one of my machines as well, my work desktop to be specific. It started fine the first time, I went into options, set them all appropriately to this machine. Went back to main menu, got the message stating "some changes you've made require a restart of the game", did that and hasn't run since. It does get to the graphic for loading screen, but never to the menu page. Tried a couple things: Verify Uninstall/Reinsta
[quote who="Thormodr" reply="10" id="3498506"] Nothing wrong with traffic circles. [e digicons]:P[/e] [/quote] LOL, it IS pretty damn amusing to think of the combatants in this game using roundabouts!
I'd also certainly love to see a dependable way to get at least a second hero, without relying on randomness.
I agree with most here. I think just use the name Elemental somewhere in the title. The whole story has been pretty well hashed out (meaning the E:WoM drama), and the games are in excellent shape. There are of course going to be those who bring up the bad shit. But most likely those people are going to do it whether "elemental" is in the title or not. May as well embrace it!
Never showed up in inventory.
[quote who="cbray" reply="11" id="3498407"] We plan to add another to heal shards. [/quote] I would imagine (hope) that this would also be a big mana use spell?
It's an awesome sword... just wished I could have used it!!
Bump. One single bump. Hunt for Red October? ;)