I was thinking it might be nice to consolidate movement and spell casting into the action points pool, this way you have to make a choice between how much you want to move, perhaps interact with objects on the map (such as a goodie hut or quest hut) cast spells, and in the combat map attack as well. your movement uses action points with your movement score determining how efficient you are at it. Moving over a flat clear square would cost 1 action point, but if you have tr
Glowing_Ember
I was thinking it would be nice if a stack was guarding a location it could start building themselves a little hill fort in a similar manner to how caravan roads improve. digging in would be continuous as long as the army stack stays in place, 5 turns create a level 1 fort, 10 lv 2 fort, 15 for lv 3 fort etc. Each level of hill fort would grant some of the same protections that a city would grant, i guess that is mainly a hp boost - probably 10% per hill fort level. Th
tjashen when you were looking at the levelling up xml, was it for the regular units or the ones you designed ? i thought units only got more hp when they levelled up, did that change or is that something under the hood that wasn't very noticeable ?
hmm under the new system, gold is based of of population. i think 10 ppl give 1 gold per turn, multiplied by modifiers. Markets give you +25% fairly quick. 1 food grants a hut for 50 population in kingdom, and that gets bigger later with better tech. (wait i think its 25 food for a hut and 50 for a house) assuming you build the beacon of hope for example, your prestige will fill that population count fairly quick, perhaps by 50 turns or so. so lets say by turn 75 you hav
gnashing teeth. Will not refer to other games. sigh. i see the faction editor has more options in it, thats really nice. Character creation is getting better. Perhaps each job class should have a series of skills they can pick from on a level up - it would be interesting to use that as a starting point to see if your sovereign will be someone who slugs it out in a fight or stands from afar watching from a large city. (Edi
It seems to me the game has swung between two extremes: total mana global pool vs. total personal mana pool. Each system has their pros and cons but the major problem that is plaguing the game is: what is the role of the sovereign and heroes in the game? How are they suppose to relate to the main army units? There seems to be a desire to restrict the number of supernatural creatures (or they are saving it for an expansion - i can't follow the story of the gameworld wel
Werewindlefr said: Okay, I've tried tweaking some values a bit. With base HP at 25 (+standard level bonuses), and weapon damage sent
as far as i know, the strength of a phalanx was in their bronze armour. Their over the shoulder style of fighting with a spear was useful because people did not have very good protection around the neck and shoulder area so that despite having little penetration power, the spear was still able to get a killing hit. edit: if anyone can add to that i would love to hear from them.
I would like to have a new spell added to the game: The Black Knight: This spell summons the dark defender of the realm. He will spend most of his time hunting down monsters and gaining experience and gold for the sovereign, just another mild mannered hero adventurer trying to make a name for himself. Invaders beware though, for when the sovereigns cities are threatened the Dark Avenger will teleport to the endangered villa where he will .... gah my wife is here... wife
hmm alien hybrids gestate in anything.... are they mana ?
I'm waiting on the beta update to stabilize before i play some more - but my first impressions of it are really good. I like it.
I want it all. I want the Big Burger, with the Big Fries with the Gravy and the Cheese and the Big Cola on the side. I want the Big slice of Pie that comes with it. And deck of Alpha Magic cards.Yeah. Make it So.
out of curiosity can you add a particle effect to a sword or piece of armour ?
Paddington bear cavalry. Teddy Ruxpin cavalry or Rupert Bear cavalry. Bear cavalry, from the big blue house. Buttons cavalry, from puppets who kill (he's a womanizing teddy bear - he would interrupt the fight to ask a female sovereign out for a date). Butterbear, the half-bear half-butterfly hybrid on The Wuzzles. Cindy Bear, yogi bear's girlfriend. Of courses the care bears cavalry (they have a ranged life attack that does double damage to fallen)....
why have a unit die in a black box function when you don't have to in a game where every resource you scrounge per turn is very precious ? (until the moment you start making 180+gold per turn i suppose...) but then never with a hero...
sigh - lets not get the thread locked - asking them to lock it would be a ridiculous request.
Ok so a follow up to Fishslayer's method of winning the game in a an unbeatable fashion. To summarize: he uses one of several methods documented in the forums that are a complaint of the current rule implementation of the game. He has documented his experiences and forwarded the results to the devs to ensure for a better playing experience, there is no fudging of game files involved, all legit. Just one of the problems of the current game system.
your right, make it a research clone, the ai will do the mirror image of every action you take and will do it with a +1 to all stats, so there is a chance you will lose.
I want a spell to make jerk chicken on the fly. Then i can say look man, that chicken's a flying jerk....
well i wasn't thinking of their amount of essence, but purely focusing on their special traits like +1 gold production versus the triple melee attack for 3 mana. Just how much stronger is a hero unlocked by the third adventuring tech versus the heroes roaming around in the world in the early game? These are the questions that keep me up at night. Mysterious enigmatic things. I demand answers. I demand the TRUTH. I think i'm Entitled !
subnote to the label "Blance Game" is insert killer Mark ][ teddy bears oh wait isn't this the https://forums.elementalgame.com/397642 thread ? ACTUALLY, to be honest there are a few ideas that could actually be useful for the game in there.
It could be the IRON PLAGUE.
I'd like to kick this up a notch and say i'd like some units inspired by the gatormen from Titan's Quest. As to unique abilities for units, I am waiting for what comes next for after 1.1. Frogboy mentioned that they could rewrite the code for units so that they can be automatically upgrade when tech is unlocked rather than having abilities added by equipment and waiting for the units to be built in town. However rewriting the code will take some time and will push 1.1 back if they decide to d
Oh the enchant thing was pretty straight forward, the buffing spells - burning sword etc stack. You can keep casting them for cumulative effect.
For the record, i did follow this up nicely with fishslayer and we will see what kind of hero suggestions he has. Let us please try to keep it civil, I have to remember myself to be careful when i post at 5 am in the morning.