Redaxe

Redaxe

Joined Member # 2129501
12 Posts 42 Replies 478 Reputation

Actually I like your implementation more. I hadn't thought about the levelling tree but something including a tall tower to make your capitol stand out from the other cities. Something perhaps upgradeable that is an outward symbol of the might of your kingdom/empire egs the tower of Ecthelion in Minas Tirith or even the Wizards Tower in MoM...

14 Replies 19,686 Views

Just a brainstorm here what do people think of the idea that any one (and only one) city you found which becomes level 2 you have the option of making a Capital City choice (as a 4th option) which is a combination of both a conclave and town and with the added bonus of being able to construct walls and maybe the first tier military buildings giving some slight military use as well. This could also be used to unlock some unique capital only buildings such as a royal palace that g

14 Replies 19,686 Views

Oh I just realised that their are mirror elementals in that particular army - that does explain a lot. So the damage is reflected even on a strategic scale, very clever haha.

3 Replies 5,260 Views

Not sure if this was intended as a suicide spell but I regularly cast fallen star on a clump of enemies (not on myself) and immediately my sovereign dies and returns to the nearest city to be inactive for 5 turns

3 Replies 5,260 Views

Hey Thought I'd make a thread to share some of my experiences from Fallen Enchantress and a bit of a strat guide with some tips i've learned Firstly Kudos to the team at Stardock for getting FE going. I love it, there's still the odd bug and memory leak in later games but stability is pretty good and its a lot of fun. I look forward to the expansion. I think this is where we'll see a lot of goodies, and some new and better refined

0 Replies 5,247 Views

These suggestions make sense to me. Keep the frequency of nodes the same but either have a maximum number of horses/wargs from each node, provide a unique improvement to use mounts or reduce the yield from them and increase upkeep costs.

57 Replies 52,727 Views

Finally! - This is what people want to see in War of Magic. A dynamic, exciting and complex but balanced system for weapons. You really can go to town with magical weapons. These are some pretty generic things that could either exist on magical artifacts or could be spell enchanted weapons. Flaming weapon: any target struck is burned for X-Y fire damage for next 3 turns Lifesteal: Steals X health from a successful attack and transfers health to the wielder. Modified

164 Replies 295,395 Views

I like them all and I also agree with Progress - the more good spells the better. But I especially like Shadow World, rift shard and Paridens Fury. I think having spells that scale or are altered by the shards you have gives that exciting uniqueness that I'm still looking for in this game.

64 Replies 134,359 Views

[quote who="Frogboy" reply="4" id="2846179"]Elemental has demons, dragons, drath, etc. that one can research up to. That said, I think there's a real pacing issue that needs to be addressed in the future. I am not convinced that we need 5 different tech trees. I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. O

72 Replies 272,777 Views

[quote who="AlLanMandragoran" reply="28" id="2844007"] Quoting Frogboy, reply 25 Depends who the mod specialist is. Most of you have probably heard of him. Ooh, who is this person? When will we know? I wonder if I've seen his posts here... I've gotta hand it to you, Brad. I'm starting to see where this thing is goin'. Building a solid infrastructure to allow the mod community to content the crap out of this will be a real futu

69 Replies 120,690 Views

[quote who="Frogboy" reply="7" id="2843821"] Quoting Ratatosk7, reply 1 Stupid question here. Are AI changes added each patch like crashfixes or are they only added when specifically mentioned in changelog? I'm so glad Stardock has such great post-release support. I wish I could go a few months in the future and play an Elemental I won't even recognize, while a lot of developer/publishers out there simply drop all support post-release a

69 Replies 120,690 Views

As much as I respect the developers at Stardock for what they are trying to do, the army of fanboys on this site that lavish praise and adoration upon Stardock at every update they post is perhaps one reason this game is a disaster and months on continues to suck (being honest here). When you have an army of "yes men" on these forums that cannot constructively criticise anything through their limited narrow minded bias you end up with big problems when trying to gathering objective

44 Replies 165,867 Views

[quote who="onomastikon" reply="18" id="2825490"]I like what I see a lot -- great! Thank you! -- with the exception of this quoting post 1. Spellbook Re-evaluation: There were several problems with the way spells have been organized in Elemental thus far, the most damning being the selection of Elemental based spells when designing your Sovereign. We’ve now moved these out of customization and into the tech tree, so you can make the choice t

110 Replies 235,679 Views

[quote who="Frogboy" reply="63" id="2755646"]I should be more specific about spell books: I am not saying that we'd remove all the spell books from character creation but rather the elemental ones specifically. Other spell books, that don't rely on specific elemental shards, would be put in their place. [/quote] My only concern would be that you could research all of the elemental spell books every single game. Won't that reduce the uniqueness of each

265 Replies 681,652 Views

If the devs are still reading this I think the best way to go forward from here would be to revamp the combat system a bit. -Make defense and attack stats per individual not per cumulative per squad. -add a resistance stat for spell resists and spell damage reduction and reduction of effect -make equipment actually interesting and not just a bland increase in attack & damage. Add abilities/penalties to weapons e.g. first strike, last strike, 2 hand weapon (can't us

281 Replies 1,163,834 Views

This really is a royal screw up. Even if they get this game up to scratch relatively quickly the amount of bad publicity this has generated in the reviews will have long lasting damage. It almost seems that no internal testing was done at all. The beta for the most part was untestable due to random crashes and blue-screens-of-death. There was never a beta version that had all the components enabled so the testers never got to comprehensively test AI, balance, mechanics etc. It's like

281 Replies 1,163,834 Views

[quote who="deductable" reply="11" id="2745337"]Look, I am sympathetic to the developers who have slaved away. But, who is the dipshit that let this project release without at least a stable build... And I am on an Asus gaming laptop, not a netbook...[/quote] Well..... During the Beta the testers were continually saying that the game was no way near ready to ship. But the developers were convinced that it was. They kept insisting they had extra content built that was

12 Replies 589 Views

Great post - My thoughts are the same on all the OP points. Equipping your army with the same generic equipment each game is going to get boring pretty quick.

9 Replies 38,548 Views

Thanks for the feedback One thing that always irked me about the older tbs games was the linear tech research and finite tech trees. But also tech development needs to be paced well so your army isn't rendered obsolete every 10 turns. And I also agree fully with NTJedi and Scooter. The game will only have a strategic feel if a rock-paper-scissors system is implemented. The implementation of unit abilities should go a long way to help this. Also equipment stats need to be adjus

9 Replies 4,318 Views

Hey Since the Game is so close to release one of the big things that still needs tweaking is the rate of technology advance.Technology is referring to the 5 trees (civilisation, war, magic, adventure, diplomacy) If I could make a preference to the rate of technology advance I'd like to see something similar to the graph shown below. This model assumes that an empire will continually expand, build more cities, captures territory continually through a norm

9 Replies 4,318 Views

A fixed combat rating will in my opinion be almost pointless once the tactical combat & magic system is implemented. As Frogboy said somewhere an army of cavalry would beat an equivalent army of archers. So if your combat rated archer army of 100 is beaten by a cavalry army of 60 that means the entire rating system is worthless and would probably frustrate new players to no end. Add on top of that a complex spell school system and various spell casting units and very quickly its g

9 Replies 38,623 Views

Elemental Beta Economy - Need a more dynamic interactive economy i.e. have buildings consume one resource to produce another i.e. studies, gardens, farms etc should actively consume materials. Have a gold upkeep of state buildings like workshops, Town halls, schools etc - Balance the cost of buildings, income from quests/treasure and city income. I think generally the income that

9 Replies 38,623 Views

Is there going to be weather in the tac battles? I.e. snow, sleet and fog for mountains, rain for most terrains, dust storms for deserts?

13 Replies 10,218 Views