A few things... 1) I have never said that the current system is perfect. I agree that it needs some work, and I'm not 100% against the global pool. My main problem with it is that it makes individual mages less important and independent. They are all just tapping into the same finite pool. None of us know how this will play out, but it does raise the possibility of one mage using up all the available mana, preventing the Sovereign, children, and others from using any sp
Goontrooper
[quote who="StarCruzr" reply="66" id="2779190"] By "confusing", I did not mean it was hard to understand your point. Anyway, I still do not understand that point about a caster not being able to cast - nobody is forcing you to use have your imbued hero spam spells like there's no tommorrow, so if you cast sensibly and preserve mana, there shouldn't be a problem. Especially if shards give you bonus to mana regen, in which case you'd regain multiple points per turn. Plus if your sover
[quote who="Rishkith" reply="58" id="2779104"]That is exactly what I'm afraid of Goontrooper. MoM avoided this by having Global mana and a mana stat on characters. The heroes mana stat was only used for tactical battles and all major spells were cast from the global pool. The last "Global" implementation which created the system of crazy city spamming, identical towns and no strategic placement to cities has left a sour taste in my mouth for when Fr
Frogboy, thanks for taking the time to give us some details. I like some of where this is going, I really do... But... Maybe I'm slow / tired / dumb...but does this mean that a magic user on one side of my empire can cast some spells and use up all the mana, and then a 'fresh' magic user on the other side of my empire will be rendered helpless and unable to cast until the global pool regenerates? If so, then I really won't l
Wow, sounds like some great ideas here to give things a bit more depth on the economy and production side. I'll be curious to see how this works out, and whether or not the AI is able to handle it.
[quote who="econundrum1" reply="10" id="2778849"]Well in the current latest version which I would say is still better than the pre 1.08 versions I have seen the following very annoying bugs. 1 - summoned units special attacks always miss. 2 - the vanishing mana on my children after battles. These where not in 1.08 but introduced in one of the later patches. I'd be more careful about QA on hotfixes in future I think. [/quote]
[quote quoting="post"] I updated to 1.08 straight away, because I kept on being beaten by defecit spending AI's, but there has been two more hotfixes since then, but no release notes to tell me what's been fixed in them. Any idea where I can find a list of defects fixed? Hopefully the offspring of my sovereign will no longer lose all their mana after a battle, even when they didn't use any mana in the battle... That's very annoying. [/quote] </
Wow....what a confusing situation. Honestly, short term, the only major issues I have are the bow problem and the mana loss problem. I haven't run into any other game breakers in the latest version. I'm glad Stardock is working hard to get updates out as often as possible, but we are definitely seeing some community confusion as a result of the way this is being done. Not sure why this has been the case...seems like a simple thing to explain, as y
[quote who="Fearzone" reply="4" id="2778036"]Some great ideas. I'd like to see some more of a Keep on the Borderlands vibe (AD&D module), particularly in the early game, with more depth to wilderness encounters in the early game. Having people tell you about those sorts of "quests" mentioned above would be like adventuring tech level 0. Additionally, for adventuring, if one goes that route, I would like to see the ability of a sovereing and party to sneak acros
Similar to the 'maintenance' cost in Civ IV. Overall, I'm in favor of ideas like this. They just need to be balanced for map sizes and different play styles. It shouldn't be impossible to create a massive empire, it should just be very hard to create and maintain that empire, which is realistic and adds gameplay challenge.
[quote who="Rhino" reply="92" id="2778303"]I believe a bug has cropped up with the 1.08 patch. I have noticed that longbowmen always miss. I have tried making my soveriegn have the advanced archery feat. I have also researched the tech and the longbow still always misses no matter the range or the defence of the opponent. [/quote] Already noted in this thread and in several other threads in the support forum. Several
This is a known issue that was introduced with the last patch, along with the archery bug. See the support forum for more information.
Yeah, fairly serious problem right now...several people have reported it. https://forums.elementalgame.com/396754 The issue with bows and this mana issue are rather big problems. The bows have apparently been fixed in the mod bugfix, but both need to be addressed by Stardock ASAP, and I have no doubt that they will do so very soon.
Thanks for fixing the bows...that has been a major issue. Now we just need the vanishing mana fixed ;) https://forums.elementalgame.com/396754
Tasunke, good ideas as always. I have some similar ideas. There is quite a bit we can do, I believe. [quote who="Lyander" reply="15" id="2776283"]What your sugesting is some major rework on both sides of the table not just a few little tweaks. I can only imagine the number of bugs that would pop up while reworking both sides into what you
Same here. Just tried to start a new game and ran into this. This and the vanishing mana seem to be the most serious issues introduced with the latest patch. Hopefully we can get a hotfix for the hotfix!
Is this common for others? It seems like we are all running into the issue with the bows and ranged attacks, but I'm not hearing much talk about this mana issue. I have tried several games and it always happens...anyone else seeing this? Hopefully we can get another hotfix for the bows and mana. I consider those two to be fairly serious problems, both added since last patch. I guess that is the double edged sword here. We keep running into issues that really demand a ho
[quote who="Tasunke" reply="10" id="2776119"]1-3 works ... although honestly I don't think 4 is needed. Or rather, of course 4 is needed now ... but I'd rather have a combat system that makes it more cost-effective to send heroes into dungeons rather than armies. and yes, I'm currently working on it/ trying to figure it all out[/quote] Not sure I follow, do you think that limiting dungeons / quests to Champions / Parties of Champions is a good idea? I d
Looking forward to further updates. Hard with the rapid pace of changes to Elemental, but you are doing a great job so far as one of the leading early modders. Keep it up!
Not a bad idea actually, and I'm playing with it myself now. It seems silly to me that we needs tons of research to get 10 guys to stand together as a squad. Research / experience should allow for better logistics, but it doesn't take a scientist to figure out that 100 guys in a group are better in a battle than 100 guys by themselves. Anyways, the idea I have been playing with is to keep the different group sizes, but make them make more sense. So big, nasty monsters w
Good ideas here, this is something many of us have been wanting since Beta. I think we will be able to add some of this in with the Quest systems. I'm looking at exploring this further, just wish we had that Quest Editor that has been thrown around as an idea.
[quote who="CToomey" reply="5" id="2759306"]Ah I see you've come up with the exact same idea I have. https://forums.elementalgame.com/395376 And you posted it earlier. And it's much more detailed. Suffice it to say I agree entirely. It would make an 'adventurer' style sovereign a legitimate build. As it is it's really a waste to invest in adventuring abilities, because high tech and a big army is all that dungeoneering involves. With se
I've noticed this as well, with my imbued Champions. They are losing mana after battles even when they did not cast any spells. Kinda frustrating when you are saving their mana for a big battle and it just vanishes!
Good ideas here. I've been pushing for this sort of thing since Beta, and there seem to be plenty of other people that would like to see this aspect of gameplay expanded. I also enjoy the Majesty series, although I think that they are less of a 'Fantasy Kingdom Sim' than an 'Adventuring Economics Sim.' I actually thought that Elemental would be more of a fantasy kingdom sim, which is why I was rather disappointed with the end result since it is rather bare bones and sha
Great ideas! I'd like to see the Dynasty system become a really fleshed out aspect of the game. I'd also like to see the ability to have noble houses and other powerful groups. Setup a Hereditary Kingdom with noble houses or a Merchant Republic with Mercantile Houses.... For Events, across the board, they are really needed to bring more life to the game. The Paradox titles and King Arthur offer wonderful examples of semi-random events that are inf