edpfister

edpfister

Joined Member # 1105244
66 Posts 272 Replies 521 Reputation

[quote]Ya but they have to be bigger for when you have stacks of 20 soldiers on that square.[/quote] Or they could take up more than one square like a large creature. I also vote for smaller squares if you guys still have time for a change like this.

21 Replies 52,688 Views

[quote]Perhaps a trade route system like Birth of the Federation would help here. In BotF trade routes from a given "city" (planet in BotF) were limited by the amount of population. The trade route income was dervied as a function of population of the receiving "city", so if you created a trade route from your city to a huge city, you would get more income than if you made the same trade route to a tiny town. BotF also had a limit on the number of incoming trade routes based on a first in bas

6 Replies 32,130 Views

All trees need work but I personally I find the adverturing tree to be the most underdeveloped. The others are more standard so I think the issues and solutions will be more clear for those. The adventuring line though needs more than just lowering the cost of hiring heroes and finding/opening new quests/goodie huts. Some ideas: Could have techs that allow buildings or some mechanism to draw heroes to you or spawn new heroes. Right now heroes kind of

137 Replies 480,199 Views

I like this idea. If they go through with it though please make it clear that this is required in the tech screens and tell us why we can't build it in the city build screens. I hate not knowing why I can't build something or getting a tech I think will be helpful only to find out I can't use the buildings.

1 Replies 4,414 Views

I haven't decided if I like the city leveling bonus yet but I think the current system could be improved. I would like to see the bonuses that are available be dependant on what you've built and/or what the resources are in the area. I think this would be an improvement as it would give cities more personality and would allow for you to make many potential improvement types without having huge lists the user needs to scroll through after each level up. There are so many pote

1 Replies 1,848 Views

I really don't like that in the early game I find I am using my sovereign to pick up free loot all over the place. Most of these goods should have an owner that will want to keep it. I think this would help in making the world feel more dangerous and would also make things more fun as you will have more combat early in the game. Not saying all locations need guardians but probably somewhere around 75% should in my opinion. Basically I would like to see Elemental move m

0 Replies 1,086 Views

To me the pacing does feel a bit off but it isn't too far off. It just needs some tweaking. I play TW and Civ and enjoy both for different reasons. Elemental just wouldn't work in the TW mold without some large changes so expecting that is unrealistic, especially at this point. Still it could use less dead time and more excitement from turn to turn. It should get better as we approach release date but it will probably feel pretty similar to Civ in terms of pacing

31 Replies 23,232 Views

[quote]Quest to reveal the story: Make it so that some of the quests reveal parts of the history that people otherwise do not see.[/quote] Ok, this is a nice idea on paper but in the real world people will research it a few times in single player games to see what it has to say and then just skip it from then on. There needs to be some in game advantage as well as information if you want players to research it. All in all though some good ideas. Quests definitely n

8 Replies 29,474 Views

[quote who="Annatar11" reply="1" id="2690482"]There's a bunch of spell balancing needed in general. Just start as Procipine, and laugh at how she just kills everything without moving. Why bother with a summon when you can do your INT value in damage for 2 mana 3-4 times per turn.. [/quote] Yeah, I know there are lots of other issues. This was just the one I played around with last night. I wanted to see how one school stood on it's own merits and summoning was the fir

4 Replies 2,356 Views

I haven't figured out what the issue is but I find that in some cases I do not get the option to build on a resource that is in my territory even though I believe I have the right techs (which I think I read we might not even need now). Basically in my latest game I had an old growth forest right next to my starting position. I was never given the option of building on it even though it was in my territory for the whole game. Also a mine was close by and when my territo

4 Replies 2,266 Views

[quote]I got a Dragon once. I seem to remember it had 100 HP. Point being there are high hp units that you can get[/quote] I got him also but I could have sworn he had like 800 hp. I think his attack was 100 maybe? That was 3B though so maybe that's not the case anymore.

76 Replies 237,367 Views

As an experiment I made a sovereign with only access to the summoning book. I felt very underpowered compared to the other sovereigns I have played in the past. I really didn't have any spells I could cast during tactical combat until level 3 or 4 I think and the summonings themselves are only of minor help for the most part. Early on the summoning spells are helpful but the imp and familair are very weak creatures and become pretty useless once you hit mid game. Only

4 Replies 2,356 Views

[quote]The main thing we are looking for here is that we want a user to be able to have god like heroes (think Sauron at the beginning of LOTR) and the best way to do that is to make sure that unit can go around and kill a lot of units via either Melee or magically in a single tactical turn. We can't do this if we use moves as the number of tiles they can move otherwise we'd have to let that unit move a ridiculous number of tiles on the main map.[/quote] If you want someone killing th

274 Replies 392,941 Views

[quote]When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked it. Action Points = 1 + Your Combat Speed. Moving a tile uses 2 action points. Attacking and casting a spell uses 1 action point. The placement of units on a map will be based on the the composition on the units going into the battle. Units will have various special abilities (that's why the action tab looks so blank right

274 Replies 392,941 Views
Reply to DarkSpore in PC Gaming

[quote quoting="post"]Well, it seems EA and Maxis haven't quite finished milking Spore just yet. They've just announced DarkSpore. Think Diablo in the Spore Universe, where instead of new swords you get new arms and you'll have the basic understanding of the game. During the course of the game you'll also unlock additional members to add your squad, and this aspect is being compared to Pokemon. The game will ship with DRM that requires a constant internet connection to

27 Replies 897,307 Views

[quote]Shards: I'm unclear of their current function. Increasing Sovereign essence (as proposed earlier) would be awesome, and make them valuable. Making them required for HIGH level spells of certain 'colors' would be nice (a guy with a fire book can always cast firebolt and fireball. But if he wants to call flaming meteors of uber pwnage, he needs a fire shard). Why it would be fun: right now, shards dont seem valuable ( i wont fight for them, but I will for horses/ir

9 Replies 33,940 Views

[quote]If a city is conquered, keep the same race their with associated abilities. IE if I'm controlling the Gilden, and I conquer a Trog City (with their superior troops), I want to be able to train superior Trog heavy infantry. [/quote] I personally don't like this. I like the idea of keeping the original population but you should not be recruiting top tier units from an oppositely aligned kingdom. There should be penalties to city production and recruiting ability based

9 Replies 33,940 Views

[quote]Mana Regeneration is to low at the moment 1/Turn for me. This is to low to make casters usefull, and furthermore makes the Tower of Magi (+2 reg) to strong. Mana regeneration should be in between 20% to 50% of your mana per turn. Alternatively Shards could also add to mana regeneration per turn.[/quote] I like the later idea better and would like to see mana regen based on your int or wisdom for the base amount. Agree it is way to low at the moment especially

3 Replies 1,976 Views

Yes, I was surprised to see them be the same. Maybe horses are a little faster and wargs are a little better in combat. Doesn't have to be anything drastic. Also it would be nice to see some variation in mount choices for factions or empires. Still need more faction differences.

14 Replies 2,366 Views

[quote]At least in 3B (haven't downloaded C yet), the quests were too easy. Until the master quest, when all of a sudden you have to have a massively powerful sov, or army. The quest didn't seem to scale well. Maybe thats just part of the balance of the game. You shouldn't be able to start the master quest until you are at a certain level.[/quote] Yeah, in 3B they were too easy but that is largely a function of the tactical combat system I think. In 3B it was pretty easy to make

108 Replies 334,077 Views