Sethai

Sethai

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

[quote who="ozzlok" reply="8" id="2757092"] Quoting Novaburst, reply 5It is obvious the lower level teleport weren't meant to teleport the sov + stack. And only the later is. If that is so then that plan by stardock is almost rediculous. Who has their soverign running around the map early on without support troops? And if you run into serious trouble you would be expected to teleport your sov back and leave those troops stranded or left to die. That could be a huge waste of gi

29 Replies 81,644 Views

I actually love a lot about elemental. The point of this game is not imho, settlement management and economics, but a War of Magic. i'm not too fussed about the ai issues, but for me the game just doesn't get the war or the magic right in a way i find satisfying. most of this is imho down to fundamentally flawed game mechanics. the biggest problem with combat at the moment is the concept of combat speed. for those of you who don't understand it (and i don't blame you),

21 Replies 69,000 Views

[quote who="sagittary" reply="7" id="2756966"]The way Civ 4 handled it is that upon declaration of war, units were moved to the border. Though in general, there needs to be ways of telling the other players stuff (AI or otherwise) such as "Please move these units away." instead of being unable to do anything outside of "Do whatever you want" and "War! Kill 'em all!" Also, why didn't you teleport back to safety? Not enough mana?[/quote] don't

10 Replies 8,435 Views

imho the easy settlement and resource management are the two best parts of the game for me at the moment (though i wish i could get some decent looking walls that didn't cost a ton of maintenance). it's the combat, unit design, magic system and stats that ruin the game for me, and on those aspects the testers have been right (imho) from the beginning.

55 Replies 145,202 Views

[quote who="alaknebs" reply="4" id="2756918"]the empire one you have to research.. (lvl 2? 3?) for some reason, you get teleport to start with in kingdom and have to research imbue. but you get imbue in empire and have to research teleport.[/quote] personally i think the differences between the two "generic" spellbooks for the two sides are pretty arbitrary and pointless. i also don't understand why i have a death spellbook without ever sele

29 Replies 81,644 Views

i still want to know how i can cast teleport at all as an empire player. most useful spell in the game and it's free for one faction and hidden for the other?

29 Replies 81,644 Views

game really needs ability to combine units into squads etc. and also an option to upgrade units (over time, not the instant, ridiculously expensive way GC2 did it) the spell book differentiation idea is a good one too. though i would vary them by adding other affects to them rather than making them weaker in comparison. ie, earth spells do just damage (ut slightly more in the first turn), freeze spells have a chance to hold, fire spells do residual damage in the following turn

17 Replies 63,104 Views

i agree it looks ridiculous and the squares are far too large. however i'm a realist and don't expect that fundamental a redesign. your point about terrain is a good one though: it's something i've never even thought about in game: it's that well hidden. the best i'm hoping for is a redesign of combat speed (which i will be creating a rant about very shortly), better battlefields with more space to maneuvre, and mechanics that make maneuvering worth while (ie, no counter attacking uni

9 Replies 4,010 Views

[quote who="ElradV" reply="9" id="2755951"]Work out bugs, Re-work mechanics (tactica, magic, etc) Balance, Polish, Balance, Polish Add rich content, lots and lots of content...while trying to also capture that ever elusive "charm/character" that the games we love all have. It's all in the details, no part of the game should feel like someone took a shortcut. Then re-release it (expansion/whatever) - call it "Elemental war of Magic: Redemt

101 Replies 49,708 Views

i think i read ina recent journal or post that they are considering having a shared mana pool for all your faction's channellers (sorry i can't find the source). i think this is a really good idea, so long as the regen is sufficient, as it makes the choice of who to imbue more one of logistics than simply multiplying your mana regen. if this is the case then i would tie the shared mana pool to buildings (that are built, through the sorcery tree). this keeps shards doing

31 Replies 17,538 Views

[quote who="VR_IronMana" reply="23" id="2754634"] I like this idea. Like you said, make things more continuous while still keeping for equip trade-offs for power vs speed. I also think leveling up should give AP just by virtue of level. (Something like AP = 2 + (level/4) + AP adjustments [spells, armor, whatever] ) Certainly would make champions and sovereigns more powerful on the battle field too. [/quote] y

24 Replies 86,759 Views

no[quote who="nexus991" reply="21" id="2752850"] Quoting Sethai, reply 20is it just me or does every thread i post in immediately die? coincidence maybe lol but i might be wrong, i take this isnt the first time it happens ?[/quote] no! and it almost always seems to happen as soon as i get my big brainwaves. i have the forum touch of death.

24 Replies 86,759 Views

nice post. saddened to find there is so much inequality between the traits though. i'm not really too concerned about building for power, just want to know i'm not crippling myself by taking something i like the sound of. so much for my cruel, meditative sorceror type.

27 Replies 93,628 Views

have recently got Stainless Steel 6.3 for Medieval 2 Total War. it's the game it should have been all along. while i love the idea of elemental, the game still doesn't seem fun. i mostly just play it so that i can discuss it on here. new third age total war is also good, although i have problems finding a faction i really want to play. rhun are great bu too easy, the conditions for arnor are ridiculous, gondor too obvious and most of the rest are

114 Replies 48,709 Views

what i want to know is how, if at all, i recombine survivors into new squads etc, if it's even possible at all. and if there will ever be a retraining/upgrading mechanic. it always bugged me this never made it into gal civ 2 and i had to scrap every generation of ships to build new ones.

8 Replies 6,724 Views

[quote who="Spyndel" reply="18" id="2751337"] Quoting VR_IronMana, reply 17 Not a terrible idea in principle, but it would require complete re-balancing of map movement. I don't think we want tactical map movement of 6 and 7 squares (without using exploits like ammy stacking, where map move is theoretically infinite) [/quote] you say it as if it's balanced at all at present. myself i'd do it like this: typically in

24 Replies 86,759 Views

fair enough the world is flat, but you could at least show the water falling off the edge!

10 Replies 6,021 Views

i don't like it that much, but i can't really imagine how to improve it. maybe if the buildings looked a little less ramshackle and more orderly (maybe nazi, rigid neoclassical influenced arachitecture?). although it's possible my settlements will look better once i get proper walls.

7 Replies 6,520 Views

[quote]Most reviewers are reviewing 1.06 and say so in their reviews. I mostly agree with what's been said. "The world is generic..." "A fireball does less damage than your average sword..." "The tactical battles are never very interesting because so many of the units are basic melee guys and you will have run roughshod over the map before you get to anything interesting. If you use the auto-resolve, the attack rating will be all you need to worry about as hor

228 Replies 532,433 Views

[quote who="Annatar11" reply="5" id="2750875"] Quoting stax77, reply 4Attacker rolls a number between 0 and their attack rating. Defender rolls a number between 0 and their defense rating. Damage done is attacker's number minus defender's number. If the result is less than 1, the game considers it a miss. So, if the attacker with attack rating of 24 rolls a 3, and the defender with defend rating of 5 rolls a 4, the attack misses. At least that's what i figured out till now.<br

16 Replies 6,324 Views

patch tonight is good to hear. i don't think i'll really start to enjoy this game until thing like combat speed and 1dN are removed as game mechanics, though i don't expect that to happen tonight. i'm amazed how bad the reiews have been even still. most of the problems only become apparent once the game is well underway; i still feel like i have lots of options when i start the game, which is important imho. stardock have been fortunate that the big sites have held off on thei

114 Replies 273,427 Views