NagaPrince

NagaPrince

Joined Member # 2134296
1 Posts 32 Replies 710 Reputation

Wow - I'm surprised frankly to find another instant-razing resolution thread, since this NEVER came up as long I have been wandered about. Lol it looks as if I stole so many suggestions here and claimed them... Instant-Razing is a seriously game-breaking problem, because although everyone plays their Single Player experience of FE their own unique way, the fact that flagyl and others constantly rely upon autosaves to continue keeping Fallen Enchantress & Legendary Heroes is NO

132 Replies 432,009 Views

[quote who="igncom1" reply="1" id="3338989"] I still believe that a Dragon or Construct should essentially annihilate a city when attacked, its fun to have such turmoil like you suggested but there are creatures to be feared and by losing their teeth they become boring and bland. The environment is as much your enemy as the other factions, and it stands to reason that they should even be capable of destroying empires when given the chance, let alone city&#39

5 Replies 30,294 Views

Foremost, I apologize if these mechanics or feature adjustments are already in Legendary Heroes, or by an earlier FE patch, I just never had the chance to post this huge wall of text. I wrote these ideas down 2-3 months before LH was announced, but hopefully they can contribute to the success of the product. If anything within this seems ineligible I probably didn't elaborate clearly or didn&

5 Replies 30,294 Views

I'm truly impressed, I for the most part agree how disconnected the Heroes integration and their role within the "4X" aspect of FE was. Also, it was a chore and really unbalanced that whomever found their Faction's random Champion first, could potentially recruit them. Huge gameplay imbalance, utterly and without unnecessary revulsion injected. Not trying to brag, but I did wish I posted ideas of mine for confronting the Unrest Penalty system much much earlier when Frogboy fir

301 Replies 1,511,958 Views

[quote who="ManiiNames" reply="43" id="3308146"] Since pioneers use 30 pop, how about changing scouts so you can use them to found outposts?[/quote] I still don't feel this is enough of an justification for giving Scout's the ability to found Outposts, yet 30 pop hopefully doesn't cripple the AI at all. Unless, when Pioneer's construct an Outpost, they use no pop, but when Scout's do they automatically use 15 pop from the settlement they're connected to, a

82 Replies 256,961 Views

*In response to Mistwraithe That's a strong valid point in that Unrest actually affects everything , being cities Outputs. Meaning, if you gain to much Unrest, you practically destroy your entire empire's efforts to do anything, instead of just your researching and revenue gaining capacities as Civ4. Truth is there is plenty of ways to reduce Unrest currently, with many ways of reducing it via city Improvements, than the spells, Traits, can't think of anyth

40 Replies 112,054 Views

[quote who="Vendetta187" reply="15" id="3306795"] Quoting NagaPrince, reply 13When you planetary invaded an enemy planet in MOO2, depending upon which government you began your game as, it would take between 2-10 turns to fully pacify the planets alien populace and use it. Uuuuhm.... that didn't work that way. It took 2-10 turns to pacify a single unit of population. In the meantime the population unit was set as enslaved and had reduced yields. You could use the populatio

40 Replies 112,054 Views

[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get. [/quote] Really happy and surprised you would share that tidbit publicly. Just, PLEASE make it so that Non-Champion's can also reduce Unrest in ci

40 Replies 112,054 Views

No problem at all Vendetta187, I'm glad you took the initiative hehe. My thing is, I don't see Pioneer's the issue whatsoever when it comes to city-spam. And I feel making any radical adjustment to the cost of Pioneer's would just overhaul the whole game negatively without any benefits to boot. I don't mind if there is a reasonable increase in the Production required to manufacture them, but to make it so expensive that there are so few, only ends up throwing off t

40 Replies 112,054 Views

[quote who="Malachon" reply="95" id="3306348"]Isn't the most obvious solution already in the game as a concept? If I want my units to have more soldiers, I need to research certain techs. If I want my army stacks to contain more units, I need to research certain techs. So, solution: allow all civilizations to start with a maximum of 3 cities, and add say 4 of 5 techs to the research trees to increase this number. Rationale behind it would be that it would take a more advanced c

104 Replies 189,885 Views

[quote who="Vendetta187" reply="86" id="3306055"]Instead of making it solemnly harder to found cities in the first place, there is also the option of diminishing gains from additional cities. Right now, more is always better, giving large empires a growing edge over smaller ones. Every city you add, is just that, a new city that gives you more power, resources, gildar, research. It is basically exponential growth and by slowing down the

104 Replies 189,885 Views

This is an extremely interesting discussion I wish to partake in. I've been playing FE for quite a bit and I LOVE these 4X games, so much so I was having fun playing Master of Magic on DOSBox last week lol. While I feel many of these ideas to tackle the city-spam issue are worthy fixes, they do not effectively solve the issue of city spamming as some have suggested, if the player or AI has the Wealthy trait. Trying to reduce gold revenue through taxes and battles reduction, to

104 Replies 189,885 Views

[quote who="Malsqueek" reply="8" id="3135465"] Quoting NagaPrince, reply 7All you need is an extra menu where you simply gloss and choose from over a dozen abilities you reach as you advance along the technology tree. I feel such a venture would better flesh out your Kingdom and Empire, and make it the morality atmosphere of the game more than Black & White. As an Empire that is against Slavery and Sacrifice might find much backlash from internal and external forces, they'll mold

14 Replies 86,254 Views

It feels like when I study Elemental's entire design, its issues are minor but many to me. There's nothing significantly flawed or broken, its that some features and parts of the game aren't fleshed out enough, should be, and in general too simplistic. We can easily remedy Elemental's magic system by copying Heroes of Might & Magic's format of the majority of spells progressing from level one, to level 5 corresponding to that casters elemental skill lev

14 Replies 86,254 Views

I need to soak in all the suggestions you've made, but I think an idea that would substantially make up for you feel is a shortfall within the game as I both agree with, and feel a bit myself, is Sid Meiers Civilization's Civics game mechanic of picking and choosing government policies you discover along the technology tree. Although Civilization 5 implemented a much more flexible and dynamic replacement being "Social Changes": <span id="Social_policies" class="

14 Replies 86,254 Views

Yeah seriously, plus something needs to be done about starting location resources. Every starting location should guarantee one random shard, including Life and Death relative to the faction. And regular agricultural resources should be 100% available for starting locations as well. Because as much as I hate being picky and greedy, I restart my maps over WAY to much for someone of my type when it comes to 4X games. Some starting areas are horrid.

11 Replies 4,029 Views

You have to remember, it is a game, and although it would be cool for some for each faction to have their own currency, to what benefit of effort does this conceive for Stardock? It makes simple across the board if everyone shared the same currency name. Delving into the idea of there being no currency and instead bartering things I think is to absurd for a simple game mechanic. Look at Civilization, the first starting epoch is the stone age, where there was no such thing as currency.

232 Replies 344,849 Views

Elinium? Otherwise the fact "Rigma" is two syllables and only five letters, is a good thing to me. Ironically, I just contradicted my outlook with my suggestion hehe. I think we could find something equal or better sounding and meaningful than Rigma, but Random House made a good choice. If we can't find another name, keep Rigma. I do agree with AmericanPianist though, Gildar flows better thna Rigma. I'd rather not associate anything from Final Fantasy with Ele

232 Replies 344,849 Views

We usually played three continents. True Orthos is laughable, but many players and AI have been caught off-guard and destroyed because he popped out of nowhere, especially with an army supporting him. Suggesting if I can't handle Orthos, I need to learn how to play, huh. What does BTS mean? Perhaps we didn't take advantage of the options, however Elemental's regular games I'd assume both multi and singleplayer should be having recruitable dragons, and random quests available.

32 Replies 70,464 Views

I feel non-deterministic gameplay will only be accompolished is if Stardock implements gameplay systems that determines areas with many variables relative to eachother that set things off if certain point levels aren't met. Say for example, your city is in an area. I'm not good with math but the city is the major factor. If that city and the area around it rarely sees military units belonging to that citys faction around and especially inside the city garrisoning it, bandits, criminal

32 Replies 70,464 Views
Reply to Stack Busting in WOM Ideas

Well as some mentioned Age of Wonders in here, it would be great if Stardock implemented adjacent armies coming into fights. And depending on where they came they were located in that part of tactical combat. However, AoW did have heroes that could by themselves take on entire armies. I had heroes in AoW1 that could simulatenously take on multiple dragons, cast an AoE spell and dodge the attacks of yetis, cheap fighters and strike back successfully like Drizzt Do'Urden. As the OP ment

43 Replies 86,178 Views

There could be something to equalize the playing field for players who do not wish to pursue magic because it isn't their inherent interests. Yet, one of the major fundamentals of the game is magic. As kingtiger said, ignoring magic will handicap you enormously. I have to disagree with an option to play without magic. The game is about it and many features of the game are intertwined concerning it like the crystal shards, buildings, research trees, cetera. Even though Heroes o

21 Replies 13,410 Views