LordCobol

LordCobol

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

Some summoned creatures will still be stronger than others, right ? Then 1 mana upkeep for strong & weak ones both is a bit of an issues. How about creatures cost 1 to 5 mana (give or take) depending on strenth, shards give several mana, not just one, and sovie mana income imbue cost get adjusted to whatever seems balanced enough.

45 Replies 28,581 Views

[quote]Good stuff, but I will miss organized, now investing in movement is pointless. I know people thought it was OP, but it really helped the pace of the game IMHO. I feel like the this and the recent revision to terrain movement cost has drastically slowed the pace of this game, which makes it less fun, for me at least.[/quote] What he said.

93 Replies 45,147 Views

Couple additional thoughts... If they keep it simple and don't move to some sort of initiative-based system, defender-first might be a *little* better than attacker-first. Now its too easy to stomp a powerful enemy by moving in with a few units with are spells. If they have separate attack vs chance to hit, handle ranged attacks well, have separate magic resistances for each element, add some special abilities, and generally toss in a sampling of the many requests above,

140 Replies 329,181 Views

Lots of good stuff here, especially reference to MOM-style combat rolls & chance-to-hit, requests for special abilities like 1st-strike, long-range etc. I personally favor some form or magic resistance, whether MOM-style (just one resistance to all types) or AoW-SM style (separate resistances to fire, poison, etc). Almost everyone seems to agree that combat is too random. I *guess* the simplest fix would be to take replace the single roll with the average of 2 or 3 r

140 Replies 329,181 Views

debug.err http://pastebin.ca/1937653 save file at http://dl.dropbox.com/u/8928343/QuickSaveNoLoad.EleSav Regarding messages in the debug.err like "DebugMessage: No files found matching mask D:\My Documents\My Games\Elemental\Items\*.xml DebugMessage: No files found matching mask D:\My Documents\My Games\Elemental\Race\*.xml<b

0 Replies 1,389 Views

My list, in no particular order... 1: A screen listing all our cities, one line per city and one column per stat/thing-produced. Let us jump to the building or unit-recruiting screens from there. Make it like the screen in GalCiv2. 2: In the item shop, let us see what the hero already has (like item 9A in the master list). Maybe show the unit in the left part of the screen, or maybe just show items he already has in a different color in the shop i

326 Replies 939,992 Views

I bitched about something similar in the early beta. WAAAAY to many games like to center things in silly ways, like when city is upgrading, center the screen on it, then center the update message on the screen so we can't see the city anyway. Next time: "center" the city or whatever on the right side of the screen, and the message on the left side.

11 Replies 3,761 Views

Once in the Beta I was able to nuke huge tracts of forests with the Earthquake spell. Only got that spell in that one game however. Agree that we ought to eventually be able to clear forests. Maybe let pioneers clear them? Maybe cut them down for a one-time materials bonus ? Maybe fire-magic could have a "forest-fire" spell ? But not a high priority compared to stability & performance.

21 Replies 137,305 Views

[quote]1. Lag in Tactical combat, seems related to champions on horses, maybe tied in with bow's as well, but 10-15 second lag between when I first attack and when I can do anything again. Lag occures during counter attacks, and before enemy movement as well. During counter attacks, I can hover over the enemy unit, see that it lost hitpoints or even went to 0, but animations don't occur for 10-15 seconds, which really slows down combat.[/quote] Absolutely ! ! ! ! This is m

326 Replies 939,992 Views

[quote]I too put in my vote for conquered sovereign's remaining cities to go independent and not just magically disappear. The remaining cities should remain to be conquered or to be negotiated with, but leaving the map with a bunch of barren tiles is just not cool, aesthetic, challenging or "realistic" (for whatever that means in a fantasy game.) [/quote] Agree.

326 Replies 939,992 Views

[quote]A comment on the item stacking: I suggest 10 rings (10 fingers!) 2 bracelets 1 pack (2 with mount?) 3 amulets. Or better yet, make the limits moddable [/quote] Sounds about right. The 2-ring 1-amulet suggestions I've seen seem a bit too much. One pack seems fine because "pack" sounds big & heavy, but anywhere from 5 to 10 rings and from 3 to 10 amulets. OR....

326 Replies 939,992 Views