Edwin99

Edwin99

Joined Member # 2555206
5 Posts 173 Replies 14,003 Reputation

100 fractions in 2 weeks at 16 hours per day= 2.24 hours per fraction. In my opinion, 2.24 hours is not enough time to develop a unique and playtested fraction that improves the game experience. I would rather see you spend those two weeks focused on the development of a single fraction with unique weapons, spells, backstory, AI, army units, champions, quests, etc.

15 Replies 5,552 Views

I would like to see Champion only tactical battle options - No armies, just the sovereign, champions and single man guards. This would open up the opportunity to develop unique quests and encounters; Sovereign explores a cave with his two champions Sovereign explores a castle with his three champions Sovereign alone enters an ancient tomb with 3 men at arms at his side. No more exploring a castle with 5,000 troops at your side.

0 Replies 1,469 Views

I favor 6 to 8 well thought out and developed fractions than a mish-mash of 28+ cookie cutter major fractions with no personality using the same AI routines.

15 Replies 5,552 Views

[quote]In Fallen Enchantress, the monsters won’t enter your territory voluntarily. So if you stay within your borders, you’re safe.[/quote] Name: Animal Rage Book: ? Type: Strategic Effect: Causes targeted wilderness monster to attack the nearest town, unless the monster resists magic Note 1: Affects only monsters. Does not affect sovereigns, champions, army units or summoned monsters. Note 2: Spell strength is based on caster level.

0 Replies 1,924 Views

[quote]Since population and what improvements you build have a great deal to do with how “powerful” the city is, there is a natural inclination to have fewer, powerful cities. The world has a limited population to attract and so the more cities you have, the more spread out your population gets. This is a tough thing for the AI because normally, having a ton of cities is always a good thing. Here, it is an “interesting choice” that depends on your overall strategy.[/qu

44 Replies 104,956 Views

I would like to see an XML option to specify the area of effect for a spell to be; a. Targeted Unit b. Radius of a tile c. All units; enemy and friendly d. All enemy units e. All friendly units f. All tiles of a specified type (Forest, Rock, etc.) g. A portion of all tiles of a specified type (i.e. 25% of Forest tiles)

3 Replies 2,787 Views

I would like an XML option to have the casting of a spell cost the caster a point in a specified stat, in addition to mana. Examples: Summon Greater Fire Elemental - Caster permanently loses 1 point of constitution Animate Undead Army - Caster permanently loses 1 point of charisma as the spell tightens the skin of the caster.

1 Replies 2,312 Views

I would like an option in the XML code to specify an optional intelligence requirement for a spell. With this a modder could create a spell(s) that could only be researched and cast by those of a specified intelligence level.

0 Replies 1,672 Views

I would like an XML option to scale spell effect and duration by shards, intelligence stat or caster level. Example: Arcane Arrow does damage equal to 50% of caster's Intelligence (i.e. a caster with Intel 20 does 10 points of damage) Arcane Arrow does 4+(+4 points per air shard) (i.e. a caster than controls 1 air shard does 8 points of damage) Arcane Arrow does 4 points of damage per caster level (i.e. a 5th level caster does 20 p

1 Replies 2,396 Views

I would like to see an option for spell effects that are linked to the terrain: Spell: Enchanted Forest (Nature - Expert Spell Book, Tactical) All Friendly Units in Forest Terrain gain +10 dodge bonus from tree branches that move to shield friendly units from attack. Spell: Quicksand (Earth, Tactical) All enemy units in desert terrain tiles have their movement reduced by 1 for 1 turn per Earth shard.

1 Replies 2,458 Views

Spell: Mirage Domain: Air Level: 1 Mirage conceals information on what spells a caster is planning to cast for 1 turn per caster level. Example: If a 2nd level caster casts Mirage for 2 turns his opponent will not know what spell he is casting until it is cast. Mirage is dispelled if the caster takes damage or moves.

0 Replies 1,907 Views

Intelligence affects your ability to learn certain spells Intelliegence affects the power of certain spells Intelligence affects your ability to read certain magical books or open specific crafted items 1. Intelligence affects your ability to learn certain spells. Example: You discover a tome of spiders - only those of a specified Intelligence can decipher its writings to learn Summon Spiders (Int 8+) and Summon Demonic Spider (Int

0 Replies 1,717 Views

Wish - Expert Spell Book of Necromancy Requires: Only Empire Casters with proficiency in Death Magic can learn Necromancy Spells. Spells: Animate Zombies (universal) slow moving, vulnerable to slashing weapons, resistant to pierceing & bludgeoning weapons Animate Skeletons (universal) - vulnerable to bashing weapons, resistant to piercing & slashing weapons Animate Greater Zombie (univeral) - Stronger zombie Animate Gre

8 Replies 5,784 Views

Wish: I want to see an Expert Spell Book of Nature that allows the caster to summon forth the animals of the forest to aid him. Level 1 - Summon Rat Horde - to immobilize the target unit. Level 1- Bee Swarm - Defending unit makes a morale check Level 2 - Summon Bear Level 3 - Summon Wolf Pack - attacked by a pack of wolves Level 4 - Summon Giant Eagle - Flies over opponents to attack target unit. Can only be attacked b

8 Replies 5,784 Views

Wish - I want to see a quest reward the adventurer (human or AI) with a unique spell book. Spider Themed Spell Book - An elaboration of the idea suggested by Vordrak - Discovered by Quest - 2 to 5 spells per level Primary Focus: Tactical Spells 19 Spells - 15 tactical, 2 city enchantment, 1 Enchantment, 1 Strategic "In ages past there was a titan that was the master of giant spiders. It is s

8 Replies 5,784 Views

Wish - Book of Enchantment A list of suggested spells for an Expert: Enchantment Spell Book. This expert spell book has no strategic spells, no summoning spells and no direct damage spells. All the magic in this book is focused on mental control. Primary Focus: Tactical Spells: Tactical (13), Enchantment (1) Level 1 - Apprentice Confuse (Tactical) - Target unit suffers a penalty to initiative unless it resists Enthra

8 Replies 5,784 Views

Wish - I would like to see more tactical spells. This will help to make each combat different. If there is only one tactical spell per level you know what the enemy is going to cast. With more spells combat becomes less predictable. Fire Magic Wish List Level 1 NEW: Protection vs Fire (tactical) - Targeted unit receives +10 bonus to fire resistance Level 2 NEW: Heat Metal (tactical) - Reduce Armor C

8 Replies 5,784 Views

Some champions can only be recruited by those of high charisma Charisma affects the loyalty of your champions Charisma affects the maximum number of champions that you can recruit Charisma affects your ability to rally a paniced unit in tactical combat Charisam affects your chance to secure a diplomatic agreement Charisma can trigger/affect quests. 1. Some champions can only be recruited by those of high charisma

4 Replies 3,873 Views

I would like to see more tactical spells for each spell book along with a selection of Expert Spell Books such as Nature, Enchantment and Necromancy. Too often in WOM I was able to research all the spells = boring. A wider selection of spells would also make combat less predicatable. Suggestions for new spells for the Core Spell Books Example: Fire - https://forums.elementalgame.com/410931</

322 Replies 1,022,348 Views

I would like to hear Frogboy's thoughts on how the AI will decide to give priority to targeting; Closest units or Sovereign or Most Powerful Units first or Weakest Units first or Ranged attack units Will all sovereigns will have the same attack priorities and use the same AI rountines? Will all sovereigns focus on defensive casting? Hopefully not. Example, where the Trog Sovereign is off

119 Replies 327,526 Views

[quote who="Vaul_Darkhour" reply="69" id="3006042"] I remember playing MoM and thinking tactical battles were very cool to start with.. until i just wanted to skip them in the late game because of the repetitive nature of the battles and how long they would possibly take.. [/quote] From my perspective, the key is to make tactical battles less repetitive - to have your opponent continually surprise you - that's not easy to do if all the opponent's have

119 Replies 327,526 Views

[quote who="Frogboy" reply="63" id="3005873"]But there's also some meat and potatoes here that are easy to overlook because we take them for granted. How about the AI just freaking healing a hurt unit? Or slowing down a charging unit? [/quote] Or how about AI units targeting the powerful spell casting sovereign, while ignoring the wimpy spearmen that accompany him. Or if the AI has ranged attacks and the enemy does not then ho

119 Replies 327,526 Views

Great news, looking forward to your further posts on this subjects. I wonder if a modder will be able to create different tactical AI's for different fractions to reflect an AI sovereign's tactical bent - i.e. some might be cautious, others might be methodical and some might just charge in while some AIs might be sneaky and others forthright. Mmm, perhaps link the AI used to the Sovereign's Intelligence (and/or level; battle experience)? A higher intelligence (and/

119 Replies 327,526 Views

I never had a problem beating the AI. My strategy? I level up my sovereign putting all points into Intel. In combat I use Spell Blast (33% Intel Damage Area Effect Spell), Arcane Arrow (50% Intel damage) and Touch of Entrophy (30 points of damage) to decimate AI forces while my forces pull back for a turn or two. My army usually consists of 2 archer units and 3 infantry units.

31 Replies 26,605 Views