If new cities cosumed 1 food, city spam would be much smaller. Currently, you can get +1materials/gold/tech/arcane for just cost of single pioneer. Even if city had no access to any resource, you are at gain.
player1_fanatic
Here is a save , which can demonstrate current problem with combat system. There is one group unit of Observers (3 guys with 3atk), with just one alive that hasn't moved. Attack bandit on adjacent tile. See how it can do damage above 3?
Yet, the same thing doesn't match out experience in the game.
I think the main problem here is that Sovereign in offense means win or lose war for defenders. All other mechanics aside (balancing range, hp, whatever), this issue stays, however you rebalance the system. And things is, one battle should not decide the war. The only proper solution: sovereign should not die, simple as that. Maybe add additional penalty. Like him being unavailable as a unit for 5 turns or something.
I guess to be correct either ATK needs to be full value (static, doesn't change with death, what is currently shown by UI) and UnitSize max group count. Or otherwise UnitSize needs to be current unit state, and ATK needs to decrease for every casualty. Any other combination needs to weird results. Like Atk20 4 man party with only one member left doing 8 points of damage.
>>>Use cheats. how?
I was working on some band aid on Confusion spell here: https://forums.elementalgame.com/393751 After I realized what went wrong (attack penalty applied "per solider"). Still, it's band aid, since it will work properly for parties, but only if they don't lose a solider. P.S. Heavenfall, how do you test changes you made. I find it pretty tedious that almost any modification I try to tes
You know what bothers me with spell system. There are too little of them of higher level. pretty much 85% of them are crammed into first 5 levels. For example, there is just 1 (and with letters: one) 6th level spell in whole game! Also many spells are duplicate versions of different school. Blizzard, Infernal. Chain Lightning, what's the difference: NONE! Then, there are several strategic spells that do the same thing: destroy resource tile by water, sand or ai
I think it's issue with both attack and defense. The less units in group left, the more "hardy" are those that are still fighting. Probably because attack/defense rating stays same even if soliders are lost. 20 attack or defense: -with 4 soliders: 4x(0-5) -2 soliders: 2x(0-10) -single soilider 1x(0-20)
^Are you 100% sure? I just got recently in 1.07 at situation (unfortunately no save), where 4 men group with just 1 unit left did 8 point of damage, while actual single solder had attack rating of 5 (20 total for group). It seems to me that the less soldiers are alive the better attack/defense value get of the remaining ones. Now, I don't think that dead soldiers to rolls, but instead that living ones get better attack (since attacking/defense rating never changes when soldier
You can get warhammers with first war tech, if you are lucky with empire.
I wouldn't say hammering. On two machines I tried out, one had around 30-40% and other 50-60% CPU utilization while playing. First one was Phenom II X3 720, and another T4400 dual core Intel.
I pretty much undestood it's the second thing. I mean, why would you roll 0-64 8 times? That would mean some mega superdamage. As if having 8 units with 64 attack.
I've experimented a bit with modding of Confusion spell (used both as troll ability and combat school spell). This is original calculation code from the spell: [code="xml"] &nb
I have idea what could happen with this spell. Does wacky numbers only happen with grouped units? In my last battle, I had as group of 4 observers (4x3att=12). two enemy shamans cast confusion twice on them without any change of attack value. After battle, I got -6 and +6 attack buff on same unit, which wearied off turn later. Here is what I think happened: -spell pulled [UnitStat_Attack] value of full stack, which is 12 -then add
Looking into XML files, there was supposed to be dispel spell in the game (check CoreSpells_LIFE_Strategic.xml), but was cut.
Alternative way to brake training cost: -play as Kingdom -conquer city of empire faction that has both War Council and Garrison (shouldn't be too difficult, since both can be build at lvl1 city) -level the city up, and build kingdom training buildings: Barracks at lvl3, Command Post at lvl4 And you get again 100% training discount.
[quote who="Vallu751" reply="9" id="2759457"]Knights roll: 1, 0, 4, 5, 6, 10 defense: 1, 0, 1, 1, 4, 0 damage: 0, 0, 3, 4, 2, 10 [/quote] So, if defense rolls are done separately (not single def/[num. troops] roll for all defenders), just like attack, the big strength of squad units is that their "rolls", both attack and defense ones, average out, compared to single troop.
A unique defender roll? You mean it's a single roll for defenders, not roll per unit?
^I know that such thing is written in the manual, but I always assumed that is was just obsolete/unimplemented game mechanic (very common for game manuals), since there is no way sane developer would hid such data ingame.
In my current game, I started conquering one of the Fallen empires, and I noticed some really weird construction choices. For example, city that has no resources other then food was building smelter (bonus to metal). One city had bunch of buildings that add food bonus, while city produced no food at all. And another had around 8 shanties (-8 food!!!), in attempt to level up city to size 4, but there was almost no point of that, since only thing that city was good for w
It's economics! Hotseat: mutiple players, one game copy sold Regular MP: multiple players, multiple game copies sold [e digicons]:grin:[/e]
^Wouldn't just fixing shard damage scaling fix that. When player gets fire shard, he'll pick fire damage spells over others, etc...
As said in title, when outlines are disabled in options, they still appear (black lines around models) in tactical battles. They are disabled properly on strategic map.
I think, for start, it should be possible to make harbor "outside city walls". I mean not connected to rest of the city, similar to resource buildings outside town . That way it may easier to both make cities at optimal positions, without compromising very rare beach tiles, or being forced to build cities up to the beach, just to be able to get harbor. Here is how I was forced to build one town, just to be able to get to the tiles that can support harbor. <img src="http://a.im