marionesi

marionesi

Joined Member # 4335051
1 Posts 53 Replies 9,690 Reputation

My two cents on tactical combat: In the video, FB's attack on the slowed enemy could actually have be his best option. The reason is that the un-slowed bandit (or whatever it is) had just attacked, hence FB decided to attack the opponent that was next in the initiative bar. This is the best tactic if you have a good chance to kill your opponent with a single attack (which indeed happened) since you could kill them all before any of them

122 Replies 266,828 Views

@ GFireflyE Actually you may be right, if things go messy with overlapping ZoC's of each single outpost, it may be better just avoid stacking ZoC's. As for the city types, I am happy that you agree with me, although rock-paper-scisssors may not be the best example for what I had in mind. In rps

208 Replies 716,008 Views

A few thoughts: Step 1: Starbases? But their ZoC's can intersect (with the right upgrades) and their bonuses are cumulative, allowing you to build strong defenses if you desire. > Beware! If ZoC's can overlap, one can find himself in the odd situation where being right beside an outpost gives you less protection than being quite distant from 2 of them, but close enough to get both bonuse

208 Replies 716,008 Views

Sorry, I have not been reading the forum for a few months. Thank you for your answers everyone. For CdrRogdan: one way to implement what I propose without changing too much the code would be to create a building (e.g. Paladin Guild) that increases paladin production by 200%, and make Paladins quite long a unit to build. This way, sure you can build Paladins in all cities, but you probably do not want to. In Civ IV it is the same once you can produce tanks: all your cities can te

18 Replies 33,409 Views

If I understand it well, now all champs can wear heavy armor, weild a 2hd battle axe, and cast spells... I am all in favor of approachability, but maybe champs could be more characterized by something other than the choice they make as they level up? Maybe introduce a mana cost penalty when casting spells in heavy armor, if not a moe severe limit?

144 Replies 345,405 Views

More than a few people are complaining about the techs and tech trees (and quite a few are not). Most of the complaints I have read go in the same direction: a call for technologies to be more meaningful , to change in a way how one plays the game, rather than being marginal improvements that allow you to do slightly better what you could already do. I'd like to assess the magnitude of the issue with a <span style="text-decor

23 Replies 20,295 Views

Battle main strategy depends on 3 factors: 1) understand your foe: is my opponent a strong shooter (2S) or a strong meleer (2M)? 2) understand your strength: am I going to kill more by shooting (1S) or by engaging in hand-to-hand (1M)? 3) assess the relative strength: am I going to win easy, lose easy, or is it a challanging fight? Then your strategy will follow. If the fight is challenging then

91 Replies 207,151 Views

"Magic users should be doing comparable damage to fighters at all stages of the game, if not more, given that they are expending mana to do so" On this I do not agree. Magic users can hit from range and hit with area spells. Magic users can summon, heal, haste, slow, shrink and do many more things than a fighter. Furthermore, I believe it's easier to dodge a sword than a firebolt (though I am not sure on this). So it is true the fighter does not require mana to use

16 Replies 49,907 Views

[quote who="seanw3" reply="16" id="3075876"]One thing you can look for in my mods are buildings unlocking traits that will give your trained units bonuses based on your specialization. Stat bonuses per level are a fun gameplay feature, if you can balance it. I hope that regular units get some of this in the core game. [/quote] I am beginning to have high hopes in your mods, seanw3. Make a mod with guilds and you have made (at least) one happy man :)

17 Replies 9,871 Views

[quote who="Barrynor" reply="92" id="3075070"]Quoting marionesi, reply 91According to what Frogboy said, my suggestions on city guilds won't probably be listened to I was hoping that idea to be not a deep change in game mechanics, but I understand that the game is already in the tuning phase, with room only for balance and almost no change at all to any game mechanic. I trust Derek view of the game so I hope this is a good decision. At the same time, I hope some modders will co

98 Replies 229,162 Views

Derek, I hope you read this post. This is to ask you whether it is possible in FE to have technologies that unlock access to buildings, which in turn unlock new units only for those cities where such buildings are constructed (or now traits to be given to units trained only in those cities where such buildings are constructed). No need to reply to me directly. I just hope it is possible either now or with small changes for future mods. Right now FE has already taken a direction o

154 Replies 2,246,746 Views

[quote who="Zygwen" reply="6" id="3075162"]Quoting Stupidity10, reply 3 Very much agree. Both heroes and monsters in the wild need a lot of balancing. Ive restarted plenty of games because both of the heroes near me were the wrong faction. It is so easy to just grab all nearby heroes off the start that if there arn't like 3 than I feel hard done by. Monsters should be more agressive and thye really need to scale better. Now it's either 1 tiny monster or a giant monster leading an

17 Replies 9,871 Views

[quote who="malekith" reply="21" id="3072790"]There's a giant unit design feature that is entirely player-facing (the AI doesn't use it). It serves no purpose. The cities that build these troops... they serve very little purpose. The tech trees that improves the cities and the worthless troops... no purpose. If there's no reason for a player to build troops, more than half the features in the game serve virtually no purpose. Who cares what race you pi

30 Replies 21,643 Views

According to what Frogboy said, my suggestions on city guilds won't probably be listened to :( I was hoping that idea to be not a deep change in game mechanics, but I understand that the game is already in the tuning phase, with room only for balance and almost no change at all to any game mechanic. I trust Derek view of the game so I hope this is a good decision. At the same time, I hope some modders will consider my idea to be implemented. Just one question for Fr

98 Replies 229,162 Views

I am all in for better characterized units and more meaningful traits (like the armor piercing trait in MoM). In the current system, the kind of units that you can produce follows from the techs you have - as in Civ series. In order to make cities more unique, I have suggested that technologies unlock some buildings and those buildings, which have prerequisites, allow a city to build special units - or give special traits to the units you train. This way we can have better units but als

3 Replies 4,316 Views

Shard change may be a good idea, but should be considered carefully. It should be hard to do and have limitations, otherwise the risk of players having all shards of one type would be very high and unbalance the game. I suggest a spell that costs a lot of mana, with prerequisites, and that allows only some changes, like a "Reverse Entropy" that can change a shard only into its oopsite element (a Fire shard into Water or vice versa, an Earth shards into Air or vice versa and so on).

6 Replies 3,575 Views

Very nice ideas here! I am all in for some structure to leveling (and if this means less randomness it's not a problem). I always have, and I was saying it months back. Give only randomness and you wash out the pleasure that some people have - me included - to plan their heroes, specialize them in a direction, and make heroes more different from each other. I think you have structured the thing in an interesting way. The base principle is that you have several trees and you

66 Replies 36,858 Views

I see. This means that what units I can build depends entirely on the tech tree and not on the buildings in the city. This is indeed quite a clash with the city guilds system I propose. Unless you make Guilds a technology, and once you unlock it you have access to the corresponding buildings. Fighters' Guilds could be a Warfare technology, Academies could be in the Magic tree and Corporations could be in the civic tree. Luckily this seems to fit well. What do you think? Abou

18 Replies 33,409 Views

[quote quoting="post"] I make a custom Wizard and take the best traits, why play with an inferior one? [/quote] Imo there are many good traits in MoM I am never sure which one to pick. And different ones make for very different games at times. Take Myrran and you get amazing mana and interesting races - Warlocks? Take Warlords and High Men and your UltraElite Paladins will bring down even enemy heroes. Take Channeler and you can mass enchant your troops while your mana almost nev

104 Replies 380,243 Views

It seems that 2) making normal units more useful and 13) Improve/Refine City Development are the two main points for voters so far. I agree. I believe in this thread ( https://forums.elementalgame.com/416510 ) I threw an idea that may help to solve both at once. Waiting for your comments in that thread!

81 Replies 52,901 Views

About your thread: I was about to open one of my own on the same issue, so I truly believe this is a relevant one. For this reason, 1 karma for you J I don’t know how the current system calculations actually work, so I won’t comment on how to change them. I believe you can achieve almost every result with any set of stats as long as you

13 Replies 32,858 Views

Hey, If someone is interested in ideas for making cities more unique and flavorful, have a look at my post on city guilds( https://forums.elementalgame.com/416510 ) and throw some ideas in!

117 Replies 419,451 Views