[quote quoting="post"] 1. Level ups: Heroes get two picks - one general and one class specific trait; Henchmen get one pick - general or trait specific. [/quote] Kael, this one^ Permitting champions to select two traits upon level up is the perfect solution to many balance/flavor issues that are currently being reported - such as passive stat enhancement traits being unnecessary/boring, champions leveling too slow, and melee champions being too weak, (I'm sure I
cardinaldirection
[e digicons]k1[/e] Good suggestion
Turn off "Snap back when rotating" in Advanced Options, and/or try the number keys 1 through 5.
Hahahaha [e digicons]:grin:[/e]
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A streamlining of the gooey (user interface) for Legendary Heroes in higher resolutions. Now in 11 "faction flavors", with updated battle screen. This mod may be installed, updated, color-swapped, or uninstalled without needing to begin a new game - LH will just need to be restarted. Figured I'd share my UI, and continue to
Yay - I'm really excited about this one too. The game-play described does indeed sound extremely intriguing, and Double Fine does top notch work.
[quote who="DaveDash" reply="6" id="3366636"]Some other suggestions: Game option for champions to die after sustaining three injuries (or "hardcore mode" where they do not respawn at all); More use for champions outside of combat - for example administrator champions being more limited to administration abilities, and gain levels in cities;[/quote] [e digicons]k2[/e] A simple means of enticing more out of the administrative experience would be convert a bunc
[quote who="Frogboy" reply="4" id="3366590"] It's the fastest selling Elemental related game yet. It's doing substantially better than FE which itself did pretty decently.[/quote] Congratulations! [e digicons]|-)[/e] [e digicons]:beer:[/e]
Frog, are you designing any of the games?
[quote who="Sythion" reply="12" id="3366086"] This sounds very much like the timmy, johnny, spike idea from magic the gathering: http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr11b. Different people value different things from systems such as these. It seems the Spikes are going to naturally have no trouble with the idea that some stuff is crap or that some of the advantage's aren't flashy, while Timmies generally will. However, right now I se
[quote who="mqpiffle" reply="31" id="3366063"] #3 is my fave. Best of luck to you, Stardock![/quote] I second these notions.
Here's a basic one from FE: https://forums.elementalgame.com/433264/page/1/
Hah, cool [e digicons]:andrew:[/e]
Very intriguing jshores... I'm curious to see how that tightens up game-play, and how the AI will handle it.
[quote who="krejci" reply="26" id="3364148"] I yet have to see 4x game with multiplayer which would retain its depth and would not require 10+ hours uninterrupted sessions (something what majority of players simply cant pull off). [/quote] I feel the Age of Wonders series refined the mechanics nicely. Check out the play-by-email-wrappers.
[quote who="Heavenfall" reply="9" id="3364123"] I copied your xml, added the same XML I did above to the end, and it shows up on sovereign selection screen. What we have here may be a very obscure case of the XML having to be read in a particular order. I am curious if you guys can make this work by putting the xml at the very end of the unittype.[/quote] Nope - repeated your test exactly and it didn't show up. I'm p
[quote who="Heavenfall" reply="4" id="3363913"] I added this to a custom sov LadyProcipineeAnimationPack HeroPoseFront,_Particle_Procipinee_02,2.0,-2.5,0.0,2.0,EffectAttach and it showed up in-game. @op, post your xml.[/quote] Copy and pa
[quote who="Heavenfall" reply="4" id="3363880"] I think it sounded immensely cool, but when I saw the AI tech demos it really wasn't impressive to me.[/quote] Hah, really?.. the write-up did indeed sound promising.
Looks fun +1 for character specific emergent AI
[quote who="Kamamura_CZ" reply="2" id="3363504"] I am willing to bet this rusty plate I have just found, together with three stone maces I found in a row. [/quote] Lol.
[quote who="korn469" reply="11" id="3362504"]more neutral or beneficial entities on the map outside of goodie huts to interact with. Basically some deterministic extra rules that would partially occupy the gameplay flavor niche occupied by random events[/quote] [e digicons]k6[/e]
[quote]The other change I propose is to reduce the effect of the various 'Barracks' type buildings so that at no stage are earlier troops worse than later troops. It is an annoying feature of many games that experienced veteran troops value is degraded by the impact of new 'training centres' which turn out better troops as a matter of course. Instead, veterans should be able to upgrade their armor and weapons to be the equal of any new troop, plus their bonuses for experience.
As usual, great job [e digicons]:thumbsup:[/e] The "random" placement of those clay pits and crystal mines is a bit suspicious though - I've seen similar patterns quite a few times. It feels like the implementation of the RNG, or how often it's rolled, could use some devention (a word I just made up meaning developer-attention).