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Aeon221
Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.
Groups should only stack health, not attack or dodge or def or anything else. If they were just higher HP versions of a single unit, they'd still be advantageous without making the late game so goofy. And before anyone goes "bu bu bu but experience training already does that," groups of experienced units would mean each individual unit's experience bonused health would be included in the final count. With big ol' hp pools and compressed attack and defense values, combat would get less
Civ games generally suck until the complete version with all the xpacks is released. That's when they've finally gone through enough iterations and play to be fun. That's also when mods tend to kick into high gear, since all sorts of modding functionality is added over that period, and since an SDK is usually released sometime near then. Heck, I only bought Elemental after all the xpacks were offered free with a purchase because I expected exactly that. If you don't, you have un
Techs: Crude Y, Y, Refined Y, Crystal Y, Elementium Y where Y means either Armor or Weapons. Ditch the concept of separate techs for separate weapon types -- weapons should all just come from the same line of techs. Crude, Standard and Refined would all go into the Civilization tree, while Crystal and Elementium would go into the Magic tree. Crystal Y would require Refined Y, in addition to some appropriate arcane stuff, like Crystal/Elementium harvesting. Rest
If it costs 100 or 200+ mana, and is sov only, that seems fine. Good for emergency use, utterly impossible to go around grabbing everything.
Teleport only moving the sov reduces the amount of herowarping, but still leaves you with the issue of offensives where the player charges in without scouting, finds they are outnumbered, and then warps away to safety. Or the situation where the AI somehow musters an offensive and the player simply warps their sov around until a sufficiently large army is formed to defend the realm. No teleport means more defensive troops and scouting. That impacts income and population efficien
MUnits best units, this is a good idea. Slower speed of unit creation means rushing is slower and riskier.
Shadow: Merge light into shadow Blindness -> Darken Sight Radiant Visage -> Eyeless Swarm Dance of Shadows -> Mantle of Shadows New Spell Dance of Shadows: +3 to Combat Speed for target unit for (1 * #shard) turns. Or 5, if that's not doable. New Spell Haze: All enemy units combat speed reduced by 33% for 3 turns. Arcane: Merge Ether into Intuition, change name of Intuition to Arcane. Add to E
You can see how the gear will affect stats. Click an item in the store, look down at the hero panel. If no green or red arrows appear, they're already wearing it. If they aren't, arrows will appear and numbers to indicate how your hero will change. Irritatingly, I don't think this works with +move items, or anything that only impacts the campaign map. Still, it's a pretty good system that just needs to be made more visible.
[quote who="Fearzone" reply="36" id="2849997"]Anybody saying Frogboy is bad at Elemental because of this, I can only assume you've never been laid.[/quote] Really? You're going with this line? Really? I bet you have, wait for it, I bet you have a mullet ! Herring face .
Pioneers are smart. They charge into oblivion
[quote who="Frogboy" reply="19" id="2849431"]Oh I could have totally won. I only let the AI win because I felt sorry for it..[/quote] Man I don't doubt it, because anyone with decades of gaming experience who can also "toss together" a multithreaded AI really ought to play better than that. I just had a bit of a pants filling moment of "uh, this is how our benevolent dictator plays? HELL NAW!" : post: : post: : post: Anyway, I hope that was mildly useful feedback and such. I t
This is my last OT post. No responses will come for anything written about it! Immigration is absolutely a net good, period full stop. It's pretty much win win win all the way to the bank. Low skill, high skill, no skill doesn't matter. That said, if the welcoming society isn't, well, welcoming, it ends up in the situation France and Germany are in -- tons of jobless, poorly educated and irate immigrants. America might not be coping perfectly, but it's doing a heck of a better jo
[quote] # You can modify the damage system by editing the following values: # The first three values determine the amount which will be directly subtracted from damage due to armor. # The next three values determine the percentage reduction from the damage. armor_soak_factor_against_cut = 0.8 armor_soak_factor_against_pierce = 0.65 armor_soak_factor_against_blunt = 0.5 armor_reduction_factor_a
Fewer but bigger attacks will make combat, and thus the game, more random. Not sure how I feel about this. More one hit kills is not a good thing. However, combat is already stupid long and imba towards melee. Reducing the melee output 66%-80% would cut out a lot of cheese and make magic out and out better on a per turn basis. Still, it's lipstick on a pig. 4/5ths of the tech tree is at best borderline useless. 3/5ths of the stats aren't even as good as the Diplo
Yeah, instead I got a real degree. How's that waiting tables thing working out for you history majors?
This is a world rebuilding after an epic shattering. A world in which _everyone_ is in mortal danger from giant spiders and rats and people who can fart out fireballs for real. Anyone who can hold a spear is going to be given a spear. Any country that chooses not to arm women out of some sense of obligation to being douchebags is going to do with a military capable force that's roughly half as large as the available pool of a group that is willing to put their women on
Doublepoastin, a lot of the tactical and strategic errors I've brought up are problems with game design. Magic is worthless outside of four-five spells. If this weren't the case, I'd have a reason to spec a city in something other than tech or money. Researching magic, unless you're bored and have more money than you know what to do with, is worthless outside of shard harvesting. Diplomacy is worthless outside of caravans, period stop end discussion. I have no idea wha
Dude, Brad, you're bad at your own game! No offense, but OMG. I'm only going to do this because you are writing the AI, otherwise I would never be this critical of someone else's game. It's goddamn rude, I wouldn't like it and I don't like giving it. But feedback is what you need, and you made a lot of errors. Errors in the tactical battle: YOU MOVED FIRST. Don't. Reposition your troops so that the high def ones are up front and the low def ones are
It's silly that I have to give up power to use the other, meaner half of my population in combat. That's ridiculous! Especially in a post-apocalyptic game where I should be ecstatic to have anyone take up arms! Make it so that recruiting women or men is the default. And then make it so that people who only want the one have to pay a point. After all, they're forgoing part of their population entering the combat force, they're the ones who should suffer. Either that, or m
Well if you can't bring your units to the sea, you can always bring land out of the ocean and walk on that. Option two is slay the crap out of the nearest enemy and eat their food. This is my usual solution.
[quote who="Werewindlefr" reply="8" id="2848742"] So it's a fudge, but as fudges go it's a pretty good one. No, it's not, at least I've seen many abuses this "fudge" can create. See, the issue isn't about what you can get from it, it's how you can destroy an AI's strategy by selling wind. Get a diplomatic resource, then drain the AI of cash, win the game. The AI can't do anything with that resource, so every time it accepts a deal with diplomatic AI in the balance, it potentia
AI performs poorly in rush situation. Human player buys a few heroes, builds a few peons, heads for the nearest capital. AI typically has sovereign and wife as sole defenders, usually poorly geared. Battle ends predictably. All AIs should beeline equipment and begin building at least 2-3 defenders as their first priority after getting the baseline buildings up. Baseline buildings are hut, (study, workshop OR workshop, study), hut, workshop, farm. If you just forced the AI to do
[quote who="darklander0" reply="5" id="2848714"]Good post, good ideas. The one thing that does concern me is the strength of armor in EWOM 1.1. Currently a unit that has 20 or 30% greater defense than enemy has attack can defeat hordes of enemies without taking a scratch. So I would definitively go for defense penalty when an unit is flanked, furthermore I would propose than each non dodged attack when totally blocked by armor does one point of damage, with that mechanic, hordes of weaker cre