cardinaldirection

cardinaldirection

Joined Member # 4827756
44 Posts 925 Replies 16,214 Reputation

Good. Although I don't feel truly comfortable voting yet, needing more time with yesterdays update. The base game is brilliant, and shaping up exceptionally fast as we near launch. A few mechanics could be tied together for a much more cohesive gameplay experience, and the UI definitely needs polish. Unfortunately these issues and a few outstanding bugs are what the general reviewers are going to notice most, as they contribute to an overall feeling of incompletene

195 Replies 786,455 Views

[quote who="Murteas" reply="94" id="3238314"] Also, I don't know that it matters for your design, but you definitely have to create the objectives before doing the order (the order is the order of the created objectives).[/quote] Ah thanks for pointing that out, I actually had them completely backwards for a bit. [quote who="Murteas" reply="94" id="3238314"]What do you think about the size for the app. Should we allow the app to be resized?

292 Replies 757,233 Views

[quote who="mqpiffle" reply="13" id="3238323"] This is exactly what I'm talking about. This way super-fast units won't pop regen or poison faster than slower units. Then these spells can be more easily balanced, which they need to be.[/quote] Strongly disagree, separating tick timers from the units they are associated with is highly counter-intuitive, merely acts as a band-aid for lower level mechanical imbalances, and actually removes a lot of

14 Replies 5,632 Views

[quote who="Heavenfall" reply="1" id="3238199"]Yeah, this really doesn't make any sense. The best way (according to traditional fantasy lore anyway) to cast spells is standing still with a robe and maybe a staff, chanting some evil shit. Not kiting enemies around the battlefield while wearing plate armor on a +6 initiative warg with a +4 initiative dagger.[/quote] Agreed; with the OP's suggestion as well. This is also an area in which addressing initiative

12 Replies 2,883 Views

I have actually had many accounts of a tile not being represented by the correct graphic (or the inverse I suppose). This has occurred less as of late and I hadn't noticed it in 981.1, but it appears the issue is still being ironed out.

4 Replies 5,233 Views

[quote who="EmilBoev" reply="44" id="3237672"]Tried reading this story, and google translate helps a lot. Feels like played game already. Looks impressive and complicated, and very very smart. It on Steam, and thinking buy for myself. BUT! I see Tuidjy writes story. How much is game, and how much is story of Tuidjy? For example: Is really Othollo help people? Is really Magnar slaves escaped? Is really trade and cooperation with three

49 Replies 58,269 Views

[quote who="Derek Paxton" reply="126" id="3237602"] I agree with this with some additional caveats. For example I don't care if players kite weak monsters. If a banished ogre doesnt have a good defense against a fast ranged unit, that's fine with me.[/quote] Initiative / Movement / and Range have become the heart of tactical strategy in this game, this must be brought to light: EVERY unit must be balanced in regard to this rock/paper/scissors re

159 Replies 303,071 Views

Need to know if you're into the direction I'm taking before continuing to add details, and if there are any further changes planned for the layout: (click for actual resolution) Personally not much into the Tribal font but I think it looks ok. When all is said and done I will send you

292 Replies 757,233 Views

[quote who="joasoze" reply="109" id="3237528"] If you focus on initiative and movement there is not much the monsters can do about kiting. [/quote] Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats.

159 Replies 303,071 Views

[quote]3. Bows and staves could have a 'casting time' of one, accounting for aiming and concentrating respectively, and should have their damage increased a bit to account for this. If they move, they should not be able to start the firing process until their next action. 4. Add more ranged and spellcasting units to the AI factions and monsters. 5. Make Regeneration give a tactical ability which must be activated instead of automatically proccing every turn. This

14 Replies 5,632 Views

[quote who="Derek Paxton" reply="99" id="3237472"] Trolls can still regen in tactical. Regen has been nerfed because of balance issues (as you guys have noted). Im not done with regen. I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.[/quote] Turn limits is just a band-aid for the deeper issue: the rock/paper/scissors relation

159 Replies 303,071 Views

[quote who="kapeman" reply="119" id="3237486"] I can't understand why this has not been addressed or even commented on by the Devs. [/quote] https://forums.elementalgame.com/432123 "When monsters conquer a city, they destroy it but they no longer raze it"

123 Replies 321,519 Views

[quote who="parrottmath" reply="16" id="3237059"] I was merely only concerning the battling to be a boarding action battle as opposed to a ship to ship battle.[/quote] Thought about this for a bit, and a fifth trait could be created called something like War-Machine, which similar to the Transport trait is available in 3 levels, each subsequently increasing the amount of troops permitted in the unit's army for ALL of it's stats and abilities to supersede th

22 Replies 17,276 Views

[quote who="Frogboy" reply="5" id="3237346"]Heh. There is a spider queen event just as you described already in Your build. [/quote] Haha why am I not surprised. [e digicons]5*[/e] Simply awesome

9 Replies 4,190 Views

[quote who="Nidhogg_123" reply="12" id="3237128"]buffs cost mana every turn in tactical combat or buffs cost initiative[/quote] At least regeneration, good ideas.

12 Replies 3,270 Views

[quote who="DsRaider" reply="18" id="3237126"]After looking at the xml it would be entirely possible to create terrain that both land and water units can traverse. Still there is the problem that there don't seem to be tags for improvements or world resources to change the terrain around them. I guess we could mod in some stamps with beaches and then add just add harbors and only have them spawn on beaches. Then you could have them spawn ships. However unfortunately currently I don't

22 Replies 17,276 Views