player1_fanatic

player1_fanatic

Joined Member # 2487161
0 Posts 24 Replies 492 Reputation

If new cities cosumed 1 food, city spam would be much smaller. Currently, you can get +1materials/gold/tech/arcane for just cost of single pioneer. Even if city had no access to any resource, you are at gain.

37 Replies 70,792 Views

I think the main problem here is that Sovereign in offense means win or lose war for defenders. All other mechanics aside (balancing range, hp, whatever), this issue stays, however you rebalance the system. And things is, one battle should not decide the war. The only proper solution: sovereign should not die, simple as that. Maybe add additional penalty. Like him being unavailable as a unit for 5 turns or something.

24 Replies 71,381 Views

I guess to be correct either ATK needs to be full value (static, doesn't change with death, what is currently shown by UI) and UnitSize max group count. Or otherwise UnitSize needs to be current unit state, and ATK needs to decrease for every casualty. Any other combination needs to weird results. Like Atk20 4 man party with only one member left doing 8 points of damage.

53 Replies 185,130 Views

I was working on some band aid on Confusion spell here: https://forums.elementalgame.com/393751 After I realized what went wrong (attack penalty applied "per solider"). Still, it's band aid, since it will work properly for parties, but only if they don't lose a solider. P.S. Heavenfall, how do you test changes you made. I find it pretty tedious that almost any modification I try to tes

67 Replies 40,465 Views

You know what bothers me with spell system. There are too little of them of higher level. pretty much 85% of them are crammed into first 5 levels. For example, there is just 1 (and with letters: one) 6th level spell in whole game! Also many spells are duplicate versions of different school. Blizzard, Infernal. Chain Lightning, what's the difference: NONE! Then, there are several strategic spells that do the same thing: destroy resource tile by water, sand or ai

265 Replies 686,114 Views

I think it's issue with both attack and defense. The less units in group left, the more "hardy" are those that are still fighting. Probably because attack/defense rating stays same even if soliders are lost. 20 attack or defense: -with 4 soliders: 4x(0-5) -2 soliders: 2x(0-10) -single soilider 1x(0-20)

53 Replies 185,130 Views

^Are you 100% sure? I just got recently in 1.07 at situation (unfortunately no save), where 4 men group with just 1 unit left did 8 point of damage, while actual single solder had attack rating of 5 (20 total for group). It seems to me that the less soldiers are alive the better attack/defense value get of the remaining ones. Now, I don't think that dead soldiers to rolls, but instead that living ones get better attack (since attacking/defense rating never changes when soldier

53 Replies 185,130 Views

I have idea what could happen with this spell. Does wacky numbers only happen with grouped units? In my last battle, I had as group of 4 observers (4x3att=12). two enemy shamans cast confusion twice on them without any change of attack value. After battle, I got -6 and +6 attack buff on same unit, which wearied off turn later. Here is what I think happened: -spell pulled [UnitStat_Attack] value of full stack, which is 12 -then add

6 Replies 5,264 Views

Alternative way to brake training cost: -play as Kingdom -conquer city of empire faction that has both War Council and Garrison (shouldn't be too difficult, since both can be build at lvl1 city) -level the city up, and build kingdom training buildings: Barracks at lvl3, Command Post at lvl4 And you get again 100% training discount.

18 Replies 24,252 Views

[quote who="Vallu751" reply="9" id="2759457"]Knights roll: 1, 0, 4, 5, 6, 10 defense: 1, 0, 1, 1, 4, 0 damage: 0, 0, 3, 4, 2, 10 [/quote] So, if defense rolls are done separately (not single def/[num. troops] roll for all defenders), just like attack, the big strength of squad units is that their "rolls", both attack and defense ones, average out, compared to single troop.

53 Replies 185,130 Views

In my current game, I started conquering one of the Fallen empires, and I noticed some really weird construction choices. For example, city that has no resources other then food was building smelter (bonus to metal). One city had bunch of buildings that add food bonus, while city produced no food at all. And another had around 8 shanties (-8 food!!!), in attempt to level up city to size 4, but there was almost no point of that, since only thing that city was good for w

0 Replies 1,994 Views

It's economics! Hotseat: mutiple players, one game copy sold Regular MP: multiple players, multiple game copies sold [e digicons]:grin:[/e]

19 Replies 77,286 Views

I think, for start, it should be possible to make harbor "outside city walls". I mean not connected to rest of the city, similar to resource buildings outside town . That way it may easier to both make cities at optimal positions, without compromising very rare beach tiles, or being forced to build cities up to the beach, just to be able to get harbor. Here is how I was forced to build one town, just to be able to get to the tiles that can support harbor. <img src="http://a.im

16 Replies 8,482 Views