I tested a new game, with single Air Shard, and my Lightning Strike never did more then 15 damage (my Int number), so no 1.07 didn't fixed this. At least not properly. Still, as shown in one of the threads with proper fix, main reason why fix is not working is that game doesn't know, when doing damage, from whom to pull [UnitStat_NumFireShards] value. So if there is actually damage that gets over Int value of the caster, it's quite possible that game is using enemy shard number instea
player1_fanatic
No, they do not work, even with 1.07. But spell description in tactical combat does display correct maximum damage (multiplied by shards).
[quote who="DrGuppie" reply="111" id="2754431"] They definitely appear to be, since now my sov and his spawn can do upwards of 160dmg with fireball (I'm finishing a pre-1.07 game where easily 20 shards spawned, mostly air, but about 5 or 6 are fire). [Edit] I should clarify that I haven't seen them do 160dmg in one shot, but they have consistently produced more damage than they were before. The 160 is coming from the max damage info in the
Since this mod very modular, exempt spells, I have one idea: What about putting all damage spells in one seperate xml? They way, if someone whats just shard fixes, he could chose to opt for those only.
Only several premade sovereigns start with combat speed 1.0, not all. Also, there are a few other units that stayed at 1.0, like Sentinels from Warlord trait, or campaign heroes.
Here is another horror story, how city far apart, became too close to other city and blocked it from buildings anything: https://forums.elementalgame.com/394890
Ok, I checked the save, and it's exactly the problem I was talking about. City at north, due to resources linking to city walls expanded so much southwards that all buildable tiles for city at south now fall into less then 5 tiles into distance from the northern city. And, as game rule, you can't build buildings on tiles that are less then 5 tiles away from other city (counting from closest city wall). That's also why even destroying buildings in southern city won't free place for new
About issues no 1, 2 & 3. Peasant and Pioneer designs for kingdom races and kraxis use human (men) race as template, instead templates of their own races. And for some reason only humans can wear some of the boots, and they also get +1 to base attack. If you choose human kingdom, you'll see that same applies to all designs.
So... what's left unfixed since 1.07 patch? [e digicons]B)[/e]
[quote who="Big David" reply="4" id="2753625"] None of these apply. I even deleted some buildings and could not build to replace them.[/quote] I haven't yet looked at the saves, but that exactly what I got once. Having current city tiles (that's why destroy/rebuild fails) and those around too close to other city.
[quote who="Tasunke" reply="68" id="2754055"]Hmm, yea rolling 3 1DN and keeping the middle one (or randomly selecting between the middle and the high one) might help.[/quote] The problem with averaging rolls is that in case of two troops with similar attack and defense it will produce a lot of misses. One needs to roll big and another bad for attacker to be able to hit defender.
Check this out: https://forums.elementalgame.com/393849 It's quite possible that some other town that became too close, blocked your capital from being able to build anything on free tiles (if those are 4 or less tiles away from other city borders). Also, wooded areas are of limits for buildings.
Resources will always get "walled", if they get near city walls, irregardless of prohibition to build buildings that are less then 5 tiles away of other city. . It takes around 10-20 turns (not sure how much exactly) to get level 2 influence around city. So if you don't need resource ASAP, building 2 tiles away is OK.
^Good point about Con/Wis!
Usually, when you TAB, you really want just to find units you want to move in current turn manually. You don't want to move caravans, or units that you put in guard duty. Of course, it this is done in such way, you'll probably need some other way to cycle caravans, since they don't have icons at left side of the screen. Maybe new button shortcut or something? Current implementation is just annoying, because you need constantly, every turn, to cycle through all caravans just to
I think that same bug happen for various Empire buildings too, that improve essences.
^it's true, more shards doesn't mean more damage from spells, although it may seem so (max damage rating gets better, if you look spell description in tactical battle).
Personally, I would rather have some buildings on higher city levels, that added to base gold/tech/arcane value. Currently, almost all are % modifiers which are pretty much useless for cities without appropriate resource. So, without proper resource, you are pretty much forced to spam lvl1 cities which give +1gold/tech/arcane/materials. EDIT: Maybe be able to build additional workshops/studies/arcane labs in cities of higher level?
I pretty much agree with most points said by OP. And it's kinda out of the blue change. I think it was added in 1.05hotfix, so not really that much time to test actual gameplay effects of such big change.
Since I usually, at start of the game, research some offense magic for my unarmed sovereign, so he can one/two-shot single creatures, without help of an army, I often came upon Darklings. And all damaging spells worked against them all the time. Not until much time later I realized Darklings have ability to be immunte on offensive magic. So apparently that ability doesn't work. [e digicons]:grin:[/e]
[quote who="Heavenfall" reply="73" id="2749323"]1.7 uploaded HF106_race_Umber.xml - Reduces strategic mana regen for the Umber faction from 50 to 1. Extra Note: How has NOONE noticed this before? [/quote] One question: I noticed some factions (Altar and Magnar) have 50 . What exactly it does? Maybe Umber is supposed to have that tag at 50, instead ?
One thing that bothers me in the game, is lack of balance between default factions, and general bugginess of their traits. And most of them have so little points, if calculated through faction creator, that using custom faction seems almost like cheating. Let's see: Altar: Resourceful (3pts) Essentially a faction with no traits and some starting metal/materials. There is no use for metal early, and materials can be easily obtained by expl
@48 Yeah, just realized by rereading first page. [e digicons]:grin:[/e]
One big thing that is missing in Bug section: Damaged groups of troops going to 1 after save and load https://forums.elementalgame.com/394280 This is really serious issue, since you can get injured grouped unit transformed to single unit, after saving and reloading. I mean, it can really mess up your army. I expect this to be fixed ASAP. It's too big issue to get tolerated for long time. One mino
Elemental is heavily resource based game. Things like research, gold or arcane knowledge, are really poor without city having some resource boosting it, since most buildings give just multipliers, exempt a few at 1st level that give +1 point in corresponding field. So, exempt doing massive lvl1 city spam or conquering/settling any territory with arcane temple, I don't see any other way of boosting spell research.