Sethai

Sethai

Joined Member # 2302684
33 Posts 577 Replies 19,872 Reputation

yeah, i've seen far wose places in all honesty. there as many comforters as there are trolls. i don't think stopping discussion is part of stardock's philosophy. they're bigger than that. better to say that the devs should know where we are if they want us, but otherwise not worry about us too much. ie, it's important for them to remember that discussing with us (or even reading our opinions) is only optional for them.

20 Replies 96,694 Views

[quote who="tevans6220" reply="43" id="2760626"]Brad I have an idea. Instead of having praise threads and critical threads all over the place, why not start and sticky two threads for just that purpose? With the understanding that people posting those types anywhere else in the forums will have their post deleted. It would make it easier on you and your moderators.[/quote] this could work. one for combat system, one for magic, one for settlements, one for adventuring/monsters etc. but

173 Replies 577,151 Views

i can see the reasoning for stopping the journals. the opinions are all here on the forums if they are wanted. it's up to the devs to read them if they want and try and change the game for the better. now is the time for action i think; the time for friendly banter, regrettably, has passed. i do believe the game can be saved: i love the concept and much of the execution, but find it difficult to play a full game before throwing my hands up in the air. it has given me more hours already than m

173 Replies 577,151 Views

[quote who="buchecker" reply="5" id="2760014"]I abused that in my last game. I researched the adv tech that gives two food sources, but i held off founding new cities so they spawned right next to the capital. That gave me 3 food sources and from there i funneled all caravans to the capital. Its currently producing 336 food ... (more than 100 to spare)[/quote] exactly. this is the problem. why should adventure techs reward you for staying at home? the purpose of these line of technolo

32 Replies 22,926 Views

[quote who="thisisretarded" reply="2" id="2760476"]boo to that. monsters are the only way to get the massive amount of gold needed to properly outfit champions, and even constant monster hunting is not enough to get more than mediocre stuff. [/quote] but that just means you have two paralell economies. if you're playing the adventure game it's barely enough, but if you're playing the unit/conquest/strategy game it's way too much. the two need to be brought into

52 Replies 23,967 Views

[quote who="Austinvn" reply="13" id="2760272"] Apologize for the derailing, but this change has really been bothering me too - if it was ever announced or explained, I missed it as well. City spam was already a problem when you could easily get 4-6 cities up before starting to run into prohibitive founding costs, and removing that cost was a leap backwards - now there's little to discourage explosive rapid expansion. Add this to the frequency (fueled by adventure research) of powerful na

37 Replies 70,344 Views

it's good to have some conceptual goals. players want to look at something and think it's cool. this is after all just entertainment. personally though, i don't think that tweaking the numbers within the existing stat system is ever going to cut it, and i'm sorry to say this, but i don't think battles will ever be fun while the concept of combat speed remains in the game as it is. i'm not alone. https://forums.elementalgame.com

28 Replies 124,969 Views

real time multiplayer battles work pretty well in the total war games. and wasn't the whole point of having multiplayer in this game the caveat that it wouldn't be allowed to hinder the single player? regardless, as much as i think big total war style battles with the addition of epic magic should be the ultimate goal of the game, i think it's better we work with what we have for the present. they could at least give us the option to show all enem

9 Replies 6,537 Views

After four or five games i would really like the option to turn of jasnusk's advice. I have enough windows popping up at the start of every turn as it is. Beyond this, i also feel it would be a lot fairer if male sovs got a female janusk, as female characters currently have an advantage by being able to marry much earlier. of course, if you had an incentive for waiting for a better spouse, that would negate the whole sticking point. different advisors for empire

13 Replies 9,129 Views

can we get a better opening cinematic? i know this is slightly trivial, but it's many people's first impression of the game, and several reviews have mentioned how awful the writing and voice over delivery is. could we get a new narration/sound track and keep the old video. or sparing that, just replace it with the old one with the female voiceover that used to be in the media section. i loved that cinematic.

0 Replies 2,888 Views

one of the problems for me at the moment is that there is little tradeoff between developing a city and founding another. i think there need to be real, prohibitive costs in all materials associated with creating a pioneer. there are also few options for really developing a city beyond the starting buildings. there are % increases sure, but i think there need to be improvements that increase the base production (like the workshops only moreso, and preferably ones that overlap these pr

37 Replies 70,344 Views

as far as resistances go, i believe they should be subtractive rather than %s. %s are an awful mechanic: a low % at low levels is useless, a high % at high levels is obscene. better to deduct the first few points of damage received. my belief is that the base damage of spells should be dependent on the spell itself rather than an attribute and that shards and attributes. tkae a lieston from dnd, which has been doing these things for decades. ie, fireball is 1d6 + 1/2 int + 3xno of fir

49 Replies 36,675 Views

am i the only one who actually quite likes the way the game looks right now? i mean, the interface is horrible (tiny menu buttons, huge screen eating unorganised spellbook), but most of the ingame stuff looks great as far as i can see. getting the game to run smoothly with those settings is another matter however.

45 Replies 135,488 Views

well, if you go for the whole good-vs-evil endless battle kind of game, then diplomacy becomes pretty pointless doesn't it? i like it the way it is, making certain kinds of wars more likely, but not the rule.

5 Replies 4,763 Views

you could have a garrisson script, where peasants are automatically created to defend settlements when they are attacked. the only problem with this though, is that if the garrisson is strong enough to defeat the bandits, then why would they ever attack? could be balanced once the mid game comes around (ie, the garrisson is only capable of beating early game monsters).

23 Replies 13,530 Views

[quote who="JamesMoriarty123" reply="14" id="2758177"] What the game needs is equipment that grants special abilities: /snip [/quote] actually i disagree. what the game need more is a good stat system that includes most of these scenarios anyway. looking up the meaning of every special rule individually is really annoying. i should be able to tell what every unit can do at a glance once i know what the stats mean. doing this would be a start

45 Replies 125,650 Views

i'd rather they became a gold increasing thing. trade is about making money primarily. there are plenty of ways of increasing food production already (there's always nature's bounty if you lack farms) but gold is much more likely to be a limiting factor in my experience. failing that a system that just generally increased production of a resource in a city when receiving from a city with a surplus would be nice, but i think gildar really should be part of the mix. perhaps gold should

31 Replies 9,013 Views

also generally agreed. personally, the whole "city specialization on level up" seems sort of arbitrary to me. it's like they had to think of a reason why it would matter and just slapped a bonus on there. i can never remember what bonuses i have selected before and it doesn't seem to be recorded anywhere. i'd rather see these bonuses moved into buildings and have everything in one place. the main reward of cities levelling up should be the ability to build more things. the bonuses are

13 Replies 49,742 Views

[quote who="No118" reply="12" id="2758206"] Quoting p22, reply 9I think, for start, it should be possible to make harbor "outside city walls". I mean not connected to rest of the city, similar to resource buildings outside town . That way it may easier to both make cities at optimal positions, without compromising very rare beach tiles, or being forced to build cities up to the beach, just to be able to get harbor. Here is now I was forced to build one town, just to be able to

16 Replies 8,289 Views

@ wayninja: yes i like feats/perks too. but first i think a good stat system is required. being able to tell everything about a unit from a glance at it's stats is far preferable to having to read loads of perk descriptions. when things can be done within a stat system they should be; ask any warhammer player: they all HATE special rules. @ Ephafn: you're right, the scout speed boost could be easily attached to the kit you equip them with.

21 Replies 69,006 Views

so far i am finding the monsters and ruffians are actually a lot more threatening than the enemy factions (on easy). while i've not had anything this bad, i can see how it would suck. imho, on the lower difficulty levels bandits shouldn't attack cities at all. the monster faction is more fun when it acts as a barrier to expansion and harasser of caravans/small units, rather than taking the offense. i am of the opinion that generally, if a player c

23 Replies 13,530 Views

good suggestions. i too like the idea of the different schools of elemental attacks spells having secondary affects to differentiate them, as well as damage. however, the problem with these (and most non-damage affects) is that there's no magic resistance stat. so most non-damage effects are either useless due to their short durations and small areas of affect, or massively overpowered because of their irresistability. i fought a bunch of shrills yesterday. if i'd auto'

13 Replies 14,284 Views

[quote who="_PawelS_" reply="11" id="2757293"] Quoting xMoMx, reply 10Tbh remove teleport completely. It kills strategic aspect of the game. Let us foresee enemy moves and counter them with armies placed beforehand at proper points. We wanna play with geography of our magical worlds. Well said [/quote] well, if it's only for sovs then it doesn't allow you to make an omni present army. and if group teleport is prohibitively expensive, it's not

29 Replies 81,653 Views

[quote who="Phantus" reply="26" id="2757182"]I can't believe somebody thought this was okay to release. Constant crashing and a one act campaign?!? The patches haven't really done anything to stop the crashing. This may very well be the end of Stardock.[/quote] not if i have anything to say about it. once they get the performance issued ironed out i will be evangelising this game to all of my friends, assuming they actually get around to putting togeth

55 Replies 145,214 Views

[quote who="TroubledWaters" reply="7" id="2756839"] -It is currently impossible to have a sovereign with a cool looking tooltip. He is perpetually unarmed and pointing his imaginary weapon at something. I guess this is slightly better if you waste your character points on a crappy spear you replace in a few turns anyways. Still, doesn't look that impressive. I love how my flavor text is "Soon they shall feel the Blade of Wrath!" and there is a picture of a guy pointing his hand at someon

34 Replies 77,865 Views