SOLOSOL

SOLOSOL

Joined Member # 4574513
0 Posts 5 Replies 689 Reputation

[quote who="kosiam" reply="18" id="3285611"] I personally consider the tactic of kiting to be cheating, as it simply exploits faults in the AI.[/quote] To use the kiting or luring monsters to avoid them attack a city, is like a monster awaken by an AI outpost that attacks your city. So you have to suffer for the AI's fault, but you can't do the same to avoid it? Nah, call it explot or whatever. But meanwhile monsters do not attack the outpost that caused them roam, I w

41 Replies 55,073 Views

[quote who="SOLOSOL" reply="8" id="3285753"] Or a 5% in level 3 and also other 5% at level 4. You want HP? Then, you will get nothing else[/quote] I thought this in the last moment, and I think I could develop it a bit more. This is how could be: Upgrading Towns - (3) +%5 HP /all units (4) +%5 HP /all units (5) +%5 HP /all units. Maybe something else, like some more faction food - (3) + 3 production in all cities

16 Replies 12,675 Views

Some of my impressions: - Few cities vs Many cities . I think here lies the main discussion. I think developers wanted this game to focus in few but powerfull cities. That is the reason to link prestige to growth, isn't it? But many strategics rely on having many cities although undeveloped, because this allows 1) expand dominion and control resources 2) expand economy (each city = +1 gildar +1 research at the begining) 3) avoid AI expansion With this

16 Replies 12,675 Views

[quote who="dihir" reply="40" id="3285603"]One issue with quest maps is how little traveling you need to go through to complete a quest. This is fine for the initial quests but once you have done a few quests it's reasonable for the positions to be randomized over larger and larger areas.[/quote] It seems that might help, untill you see that, instead of travelling far, you just buy more quest maps untill you get a "quest route". I found that the "stone ring quest" seemed to be bro

51 Replies 118,650 Views

Well, if I don't save/reload in a game, then it means I I had a strong strategic and a good starting, and then I move to the next step of difficulty. If I have to save/reload more than "reasonable", then I have to move backwards again. My last 3 games in challenging were easy, but now I'm on hard and I'm getting lots of injuries. I prefer to not save/reload as much as possible. But sometimes you have to decide between rage quitting a game that lasted hours and start again, or to r

41 Replies 55,073 Views

This game is said to be highly moddable as a main feature. So I recently started my first steps as a modder, for the first time in my life. My intention is to make small changes, in aspects that I think I could taylor to my tastes, instead of getting tired of posting once and again asking the developers this or that, or trying to find if the community shares the same tastes to make some pressing to them, or somebody that just made exactly what I wanted. Things like roadbuildin

2 Replies 7,461 Views

[quote who="Valentine82" reply="68" id="3275444"]Quoting Gaunathor, reply 65 Quoting Ben Yeoh, reply 59You owe it to yourself to give it a go and then you'll understand why it's held as the inspiration behind FE and Warlock and Age Of Wonders and why just about every pesky person on this forum is raving about it so much . It's also freeware. It is NOT freeware. I think you are confusing it with 'abandonware' (which isn't a legal term anyhow),

80 Replies 223,705 Views

[quote who="sweatyboatman" reply="1" id="3284752"]after the city is destroyed, though, the spot should become a spawn-point for those same monsters. which would suppress any attempts at immediate resettlement. any time a monster destroys ZoC (towns & outposts), the result should be a new spawn point for monsters.[/quote] The OP complains that monsters quickly razes his city, and you suggest that they should build a lair also???? Come on... Well, I would prefer that monster

41 Replies 55,073 Views

I started a game with altar and Relias, to test this tactic. It took me some more turns to get the henchmen, but once I got them...OMG! this should be forbidden. Quest Maps + Stacked Shieldwall + High XP gain (potential, traineer) + Lightning hammer it is simply too much. But wait, you still have to add, when leveling, other traits like tactician or leadership... There is no fix for this. Let's say, for example, that Shieldwalls did not stack, you still get

51 Replies 118,650 Views

Well, as the mancers can roadbuild with pioneers and they have no upkeep, I think it balanced as far as the game can be modded now. The idea is that each road piece took some gildar, like 2 - 5, apart from the upkeep. Mancers got that for free. But roadbuilding seems to be hardcoded. If our experts find a way to attach a cost to each road piece, I'd be happy to do it. Even more, I would like that each pice of road would take all the turn, not like now, that you can move-road

9 Replies 10,273 Views

1. It seems I changed the production costs and forgot to redo. It's Ok. 2. I deleted 1 and they showed now. Roadbuilders are here :) 3. I think 0.3 per member, a 0.9 total/turn is a fair price to pay. I added 35 , so they have 75 production cost. More than a scout, not so much than a pioneer. 4. It took me a lot to manage with Roadbuilding and Roadbuilding_Level, and finally

9 Replies 10,273 Views

Well, it all comes from wanting that all pioneers could build roads, not only the mancers. I have no idea of modding, and I have not seen a "guide for FE newbie modders yet", but Heavenfall showed me a code that seems to add the trait "roadbuilder" (https://forums.elementalgame.com/434562/page/3/#3284806) And it worked: now all my faction pioneers got the roadbuilding trait. Here is the xml <a href="http://dl.dropbox.com/u/24075181/RoadbuilderPioneer.rar

9 Replies 10,273 Views

I copied your code in a xml Then, I copied all the code in Coreunits related to pioneer_altarian and added, after Weak, RoadBuilding_Test I did the same with all the rest pioneers, except the mancers. They will keep the same. I think I'll create a new unit, a roadbuilder,&nbs

75 Replies 107,247 Views

[quote]If the power ratings are meaningful, it would probably result in a protracted war of attrition with the AI. - allowing another AI to coast to a win while we trade blows.[/quote] Or worse, the case that all the rest of AIs turn against you... ;) I really hope to see some improvement in diplomacy...

1 Replies 1,561 Views

1) Idk, sorry. Did not play untill the ship... 2) To stop exploring, just hit again the "explore button" to switch it off. To stop guarding, just move the unit. I don't know a shortcut for that, if any. With you can change between units (but only those that are able to move).

4 Replies 2,807 Views

Very good reading your points, I agree with most of them (and probably most people here too). Same like you, I expected a sucessor for MoM, and although FE still needs some more work, it is providing a lot of fun. With time and modding, I think we will get a super game. In the meanwhile, playing it now is very very funny, and I'm expecting each new patch and more content (more heroes, quests, items, monsters ...). I share your point of view of the end game. I most enjoy in trying

1 Replies 3,223 Views

[quote who="Schweiz" reply="2" id="3284284"]I can't remember too well, but try selecting a shard and see if it has a "_____ Elemental, X Turns Remaining" type thing down in the selection window. Similar to building on a camp. [/quote] I'm not sure if this information is displayed, but it works the same as a troll/mercenary camp. After a number of turns (around 15 or so, but I did not count), the shard spams an elemental. There are 3 kinds of elementals for each s

19 Replies 16,491 Views