there has been alot of talk lately on how experience and essence works. alot of people may decide to have a sort of stay at home sovereign. the problem with the current system is that the game only supports experience through battles. well i was thinking... if the sovereign is the king of his faction so to speak, then he should have to make decisions that affect his kingdom(or empire or whatever). i call this faction quests. take f
Stmorpheus
[quote who="GW Swicord" reply="10" id="2621908"] Quoting Stmorpheus, reply 3Secret gate - this spell would put a secret gate in a mountain range that only the player who cast the spell could see. this would create a permanent passage through the mountain. if there is a detect magic spell in the game, it could be used to detect the passage. then if the enemy player so chooses they could cast the spell that lowers the mountains and destroy any helpless units that are insi
i like your idea, but what about this. what if instead of spending level up points on magic related stuff, you spent essence. say for instance. you have 10 essence. you could spend it on max mana - every essence point you spend increase your max mana by .1 Permanently. Mana regen - every
is it possible for a unit to destroy an improvement that's outside the city, like a mine that you would send a pioneer to? if not(or even so) that would be cool, to send your saboteur to a shard that the enemy controls and sabotage it.
[quote who="_PawelS_" reply="4" id="2621241"] Quoting StillSingle, reply 1Time warp Sounds interesting, what would it do?[/quote] that would be a cool spell if it somehow let you take an extra turn that no one else gets. powerful spell indeed.
ok how about this. the sovereign is the ruler of his kingdom, so why not him making tough decisions about his kingdom translate into rewards, or maybe even FACTION experience. say a prompt comes up about deciding to do 1 of 2 things. go one way and you get some essence from it, go the other and you might get a something different. faction experience - maybe even the faction gains experience(maybe
something i have been thinking about is ways to get XP. as far as i know, you can only get XP by killing stuff(i may be wrong about this). i also think that you should get quest XP as well. i am hoping that there will be quests as well that do not result in just fighting things, but maybe making tough decisions. things that might affect the game world itself. Lets say you have a settlement a
i think the main problem i have with the current system is that you can ONLY get essence from leveling up, and you can only level up if you fight stuff. if there was a way to gain experience that didn't involve fighting things. on that note, do you get XP by completing quests? if not then i think you should. this would help, i think i will start a new topic on gaining xp in different ways.
[quote who="Tasunke" reply="6" id="2620947"]Hey Stmorpheus, I like your idea. I mean, its not options A,B,or C but it could be workable (assuming people can live with essence tied to levels). One thing I would diverge on, though, is that 10 points of essence gen (what your character "starts" with, lets say) creates 0.1 essence per turn. Each additional point of essence (or each point of essence) adds +0.01 essence per turn. Meaning, that if you used all 10 points on esse
i like that essence gain is derived from levels, but the way i would do it is by having an essence number and that determines how fast you gain essence per turn. sovereign starts with 10 essence. sovereign essence points = 1 you put .1 into it for each point you invest at level up. <span style="font-size: sm
i had a crash at the end of turn for no reason it seems. debug.err DxDiag.tx
Secret gate - this spell would put a secret gate in a mountain range that only the player who cast the spell could see. this would create a permanent passage through the mountain. if there is a detect magic spell in the game, it could be used to detect the passage. then if the enemy player so chooses they could cast the spell that lowers the mountains and destroy any helpless units that are inside.
i have a bit of a bug with training more than one unit at a time. i researched the tech that allowed training more than one unit. everything thing was fine for a while then all of the sudden for no reason it seems that the stacks of units i had that were labeled a party(which is 4 units) became a single unit again. also when i tried to create another party it would only show a single unit when i clicked the right arrow to select party. c
after just having read the latest dev journal on the particle editor, he talked about a whirlwind spell. this got me thinking about spells that have special effects that do not do any damage point wise. take for example a spell that you cast on a stack of enemy units. the enemy champion is closing in on your settlement, he has alot of units with him, probably a sure fire win for the enemy player. then you cast a tornado spell that picks them up and deposits them random
wow, that's excellent. this psyched me up for the game even more. i have already paid for the game, and hearing about this stuff AFTER i have already bought it, makes everything seem like an extra added bonus [e digicons]:D[/e] .
yeah i agree with tridus as well. i think that there should be more incentive for fighting over resources as opposed to being able to create a resource ubertown. we need more reasons to go to war or resolve things diplomatically. now if there is just some insane tech or units that would absolutely require many ubertowns then i am fine with your idea.
well i think that each faction needs some technology that is all their own. if there is a predominately warlike race then they should have some unique technologies and spells that support that. such as summoning or enchanting catapults to do more or a specific damage type. i think the problem could be resolved by giving each faction particularly unique things. this could be easily integrated with custom creation as well. during faction creation the player could c
after playing the beta and having my sovereign get married and have kids, i think(like many it would seem) the children of the sovereign need a little something extra to make them special. this is what i propose. like some of the champions they should get some abilities, like there is one champion that gives a boost to farming for instance,
[quote who="XeronX" reply="13" id="2619484"]While I can definitely get behind this idea. I am worried that if carried to the Nth degree. I am not sure I want to sqaure off against a solely magic monster army. I would definitely support this idea if there were some limits in place to keep them rare and special instead of masses of magical shock troops.[/quote] of course there would be checks in place, these creatures you create would be very powerful and
i would just love to open up the magic system and make it more than just about making things happen right then. i want the magic to feel more organic and part of everything. i guess i could for the most part compare it to dungeons and dragons. in 2nd edition magic was mysterious and weaved through things. you could really do anything you could imagine. but in 4th ed, its just about getting the job done and you really on have one flavor, fighting. i would like for
you know really, you don't have to necessarily summon them. you could have a creature lab and capture the creatures(even your own citizens mwhahahah), and experiment magically on them. change them up or make them more powerful.
[Gameplay] i think it would be cool to able to create your own "monsters". i detail this idea in this thread. https://forums.elementalgame.com/382183
i think a really neat feature would be IF they do have monster summoning the game, instead of just having a set number of creatures to summon, they could have a screen similar to the sovereign creation screen, but instead you could create your own monsters to summon based on a point system. like for instance if you wanted to "summon" some amphibious zombie giants(which could walk under the water, have undead and huge attributes) you could build it yourself using the point system. 
[new idea] i have an idea in which wandering units could through bribery or their own volition attack and seize settlements that the player or AI own and convert to a new faction. here is the link. https://forums.elementalgame.com/381776
HA, it would be funny to get attacked by that farming bonus champion and he destroys your improvements and builds a bunch of farms. like the longer you leave him in power the more stuff he destroys and makes into farms. eventually he creates his own army of farmers(custom units he creates) and tries to attack you with the farmer mob. or better yet you could hire him to do that to another pla