LordCobol

LordCobol

Joined Member # 3294374
2 Posts 125 Replies 13,002 Reputation

At the difficulty levels I've tried so far, game seems reasonably hard early but too easy late-game. (If I tried max difficulty I don't think I would live to test late-game). But I don't think strong champs are the problem. Do something to make the AIs stronger late-game (maybe monsters too). Maybe just increase the chances of other factions having their own high-level champs and the smarts to use them effectively. Or maybe have some chance of a

37 Replies 28,259 Views

Yes, doesn't seem worth much as is. Make it help more or maybe even give us some OTHER reason to keep champs in the city so more of them would incidentally pick up the 1/4 xp per turn.

1 Replies 1,478 Views

When you start a game the difficulty level you see has a tool-tip saying what it does to the AI. But I think it actually controls the monster strength too or instead. Does anyone know for sure what it does? Anyway you definitely control the AI difficulty by going into customize opponents screen. If I am right then the tool-tip could maybe be changed to indicate that it controls monsters. I'd like to see separate "world/monster" difficulty and "default A

1 Replies 1,342 Views

Not much in the OP that I disagree with, but I especially like... [quote]You can't have increasing tech costs but not increasing ability to research, or you will stall hard. Either add another research building and tech to the civics tree or better yet to the magic tree. If that still doesn't work reduce the research cost of techs past the 4th level by a bit.[/quote] and [quote]since magic and champions are tied together maybe make a building that takes a garri

7 Replies 2,362 Views

Re city improvements & tech (4th item from the bottom) I think it would help encourage specialization if we had 2 types of tech-enhancing buildings: the current percent-improvement kind and also an "add x points per turn" kind. Build both in one city to get a multiplier effect. Some of them should be 1-per-empire so you can only do it for 1 city. Then rinse and repeat for other benefits like gildar. All percent or all fixed-amount means even t

11 Replies 8,275 Views

[quote]Shift-clicking multiple units in cities - the mouse doesn't move smoothly when holding shift after selecting a unit. This makes selecting an entire army in a city painful. [Enhancement] Allow a ctrl-a to select all?[/quote] Yes. This has bugged me since WoM and I keep forgetting to bitch about it. Glad you mentioned it. [quote]Magic / Item effects that increase movement don't apply after loading the game or leaving a city until t

2 Replies 1,301 Views

Watch out for one of the suggestions above. I they dump imbue and let heroes cast what they know from the start, autoresolve will waste mana like crazy unless they change that too. I'm ok with the current imbue system, partly because NOT imbueing many heroes means I can autoresolve with my AI wasting all my mana.

25 Replies 68,247 Views

I tried something a bit similar a few days ago https://forums.elementalgame.com/416251 got zero responses. The "path of the ...." mechanism could be used as a shortcut to differentiating heroes. Limit each hero to two or at most 3, including the one he starts with. Then maybe also add another path or two, like maybe "path of the archer/ranger". He could have bows, and

9 Replies 44,486 Views

this time definitely no crash zip file debug-err http://dl.dropbox.com/u/8928343/debug-2.err inspirational message from event viewer "Faulting application fallenenchantress.exe, version 0.7.7.0, faulting module msvcr80.dll, version 8.0.50727.6195, fault address 0x00008aa0" for some reason, my current campaign seems to be crashing more than the last one

0 Replies 528 Views

Hit next-turn, got a message that the foe had burned down my quarry, then boom crash zip http://dl.dropbox.com/u/8928343/FallenEnchantress0_77-2012-01-29T12-54-03-62.zip this is my newest crash zip, but it appears to be 11 minutes too early, so it might be something else. following are from the right time debug.err &

0 Replies 521 Views

On .77 I get 2 hits max by a high-level hero with good accuracy. In .75 + Brad's Friday slipstream, comparable heroes were often getting 5 or more, once 8. So it seems to work but .77 seems to nerf it more than the documented change from -3 accuracy to -4.

10 Replies 32,993 Views