Goontrooper

Goontrooper

Joined Member # 2376331
28 Posts 379 Replies 1,000 Reputation

[quote who="Ilindil" reply="2" id="2758645"]I disagree with 4). Champions are unique/individual characters and should`t be use in a group. How you imagine mp,hp of such group? Who would die after the blow of a creature? But if this party is just a small army (each character work individual as in today`s version) it could be quite good. I was thinking about one more thing. How in medieval times knights almost always win battles with peasants (weak troops). Main reason was the d

17 Replies 45,926 Views
Reply to Modding Depth in WOM Mods

[quote who="Hadberz" reply="14" id="2757548"]Add the economy to that list. I still like the idea for the sophisticated model in this thread. http://forums.impulsedriven.com/352821 [/quote] Agreed! I'm a big fan of the deeper economic systems...I really liked the more detailed model (ie: produce swords, equip the units, etc.). The key is to add depth without needless complexity. A deep economic system that is still simple and fun is the key here.

16 Replies 7,246 Views

Sounds good...however, looks like this is mostly the 'big idea' stage right now. We can't really do many of the things you want at the moment...probably going to be awhile before we have the mod tools needed to really go wild. How do you plan to handle the gameworld? The Warhammer fluff doesn't really go well with the standard 4X setup where each faction is building up from nothing. For example, if you started in 'Ancient Times' the Slann, then the Elves and Dwarves, wo

14 Replies 10,472 Views

Almost everyone agrees that the current system of Individuals / Squads / etc. needs some work. Part of this is mixed up in general balancing and tweaking, but I think there are a few fundamental issues with the system that could be improved on. Right now, we have Individual Champions and mundane units that can be individuals or groups. These can then be thrown together as Parties / Armies. In order to create groups of mundane units, we have to research. This doesn't rea

17 Replies 45,926 Views

I've been calling for this since Beta (City happiness), and I'm amazed that this isn't in the game. It was in GalCiv II and most other 4X games...weird, but typical of the kinds of problems we see. Anyways, you are 100% correct...cities in general need more depth and more gameplay choice.

2 Replies 5,387 Views
Reply to Modding Depth in WOM Mods

Interesting discussion, some good points. That said, does anyone have anything to say about my original post as far as what we can / want to eventually add to the game to address the core issue of shallow gameplay? As Jharii correctly stated, modding is a core feature and no matter what Stardock does to the game, th

16 Replies 7,246 Views

[quote who="James009D" reply="34" id="2749461"]UPDATE: Just released version 0.45 with new shiny goodness. Major improvements include: Fixed the doubling of bonuses. Added HP bonuses to each history. Now champions and sovereigns (not units or monsters) start with a bonus of 4-10 HP depending on their class. Makes them more survivable, especially in the beginning... or middle... or end. New "Farmer" trait that grants +1 food and improved farming. Rewo

65 Replies 189,178 Views

Haha...this thread made me smile. I know I grinded for YEARS to get enough XP to level up in my job. How about you guys?

8 Replies 38,021 Views
Reply to Modding Depth in WOM Mods

[quote who="woca" reply="1" id="2754022"]There is practically no depth right now. I don't want depth through modding. I want the core game to be deep. When we rely on modding it breaks the community up some. I want to play both SP and MP, and I don't want to have to rely on mods for SP, and in MP I want a large community, not small ones with a few people using a mod. My 2 cents[/quote] Agreed...that would be the ideal, and it is why so many

16 Replies 7,246 Views

[quote who="solidsmooky" reply="1" id="2753859"]They just released 1.07... so there you go...[/quote] I don't think 1.07 has addressed many of his concerns...good to see the devs are working hard though, and it looks like some big progress has been made already.

2 Replies 5,115 Views

Games like Elemental tend to appeal to a smaller market than say, Halo. Nothing wrong with that. I enjoy the Halo games. That said, a turn based strategy game will never have the widespread appeal of an action based FPS like Halo. Games like Elemental don't need to have simulation level depth (although that can be fun too!), but they should have enough depth to allow for interesting strategy, meaningful choices, and tough decisions. Having been through the Beta, a

16 Replies 7,246 Views

Hm, my post seemed to get lost in the interwebs....let me try that again.... * Battles * + Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll). I'm really excited about this. Had no id

186 Replies 344,500 Views

[quote quoting="post"] * Battles * + Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll). [/quote] Wow...really? Seriously? I wasn't expecting this to get fixed so quickly. So...does this only change attack rolls, ie: each unit attacks using their own attack value, not the combined attack value of the stack? And what about defense? Does each unit count their

186 Replies 344,500 Views

Thanks for sharing this. Glad to see that most of the issues we have been talking about are on here. I would just ask that Stardock focus on the game-breaking issues...I want more awesome content as much as anyone, but without a solid foundation, that content will be wasted. The community will start creating content, but we can't fix many of the issues you have listed. Devote resources to fixing the areas that the community can't fix. I would ar

326 Replies 934,538 Views

[quote who="jereome" reply="1" id="2742210"]I would say that 70% of the stuff that I hear people whining about Stardock to change can be changed with a MOD. Of course that leaves the other 30% though like the core tactical fights, memory leak, and lack of depth concerning the spell system and lets not forget the AI.[/quote] Sure some people are just whining, but there has been plenty of constructive criticism of Elemental all the way back to Beta. <p

5 Replies 3,021 Views

Great idea, something I was hoping to do myself! Looking forward to seeing how you go about this.

13 Replies 56,803 Views

Hm, need to look at this because population growth and prestige are one of the main things I want to change...

2 Replies 3,270 Views

Have we ever gotten an answer on this? Kinda funny really. A perfect example of the kind of things with this game that have no explanation and are utterly non-intuitive. As much as I love Stardock and Elemental, little things like this just make me shake my head with confusion.

15 Replies 15,557 Views
Reply to Treaties in War of Magic

I think Non-Aggression is the only one with a time limit (wish I knew why, I hate that...especially since it doesn't even notify you to renew very effectively), and I believe it is 20 turns. I don't know if you can break it, maybe with a Declare War action in the Diplomacy screen.

3 Replies 3,365 Views

[quote who="Archonsod" reply="9" id="2740558"] Quoting Goontrooper, reply 6 Now, seems like a Sov with a decent weapon and stats should be able to finish that last injured guy off, but no chance without huge luck because that last guy still has the full defense of the original stack, so he is almost impossible to hit, and he has the full attack, so his counterattack one shots my Sov. To be honest I think the problem there isn't the results of the Sov attack, it's th

12 Replies 15,289 Views

Agreed! One thing that I am glad we changed was caravans. It used to annoy me to no end that I need a non agression pact to get access for trade caravans and roads. And as you have pointed out, we often have to dump huge resources into getting an AI to trade. I hate the fact that it is so hard to get access to other lands. I want my party of adventurers to be able to travel around the world questing, not just stuck to my territory. <

7 Replies 40,483 Views

Thankfully Stardock is planning to make changes to Elemental, because I think most of us agree that there are a few areas that really need to be improved. The question is, what things should we focus on trying to mod, and what things do we think / want / need Stardock to 'fix?' Obviously this depends on how much modding we are able to do, and since some of our mod abilities are limited or still growing... I think the main thing that needs to be 'f

5 Replies 3,021 Views

Current major issues being addressed internally... - Magic System Numbers (currently rolling 0-x, meaning high level spells missing) - City management screen - Cursor/Selection Funkiness in Tactical Battles - More informative UI across the board - More Maps - Overall balance (overpowered late game units, overpowered peasants, etc) <

150 Replies 498,272 Views

Great ideas. The main problem is still Squads and Attack / Defense / HP. This is really hurting my enjoyment of Elemental, and quite frankly I'm amazed that we couldn't get this changed in Beta. Take this example... I have a Party of Archers with Ceder Bows and my Sov, who has a short sword, so he has a decent attack. I'm facing a Party of enemy soldiers with spears and low level armor. That little mob

12 Replies 15,289 Views