Goontrooper

Goontrooper

Joined Member # 2376331
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[quote who="Frogboy" reply="41" id="2997981"]They have magic knowledge but still must be imbued by a Channeler. Looks to me like the text needs to be tweaked to make that distinction clear. Knowledge of magical lore is very important in Elemental as much of it has been lost since the first age. But only Channelers can cast general spells (or those they imbue). There are Sions still, these are beings who are essentially one-trick magicians but that's not what we

55 Replies 122,082 Views

So is that last character a Champion / Channeler? It reads like she is a 'natural' magic user and can cast spells from the start. I'm all for it since more variety in Champions is a very good thing, but it is a departure from the idea of the Chanellers being rare and leading the various factions.

55 Replies 122,082 Views

[quote who="ElanaAhova" reply="18" id="2997857"]The spreading of culture should not change political borders. And culture affect would vary based on how open - or - closed borders were between the two 'nations/kingdoms. Generally, a strong culture, exerting its presence beyond a political border should have effects on both the owner of the stronger culture, and the owner of the weaker culture. It should affect income from trade routes, (higher gets more). Eas

27 Replies 29,681 Views

So what have we heard about this issue in FE? The most common thing I have heard mentioned is that Trogs are stronger, and thus can carry more equipment. What other gameplay differences have been confirmed? I really hope that there will be significant differences between each faction in gameplay, but also in lore / events / atmosphere / etc. There is so much room to present this sort of thing, but WoM failed to do it. I think the world that Brad a

23 Replies 32,828 Views

Yeah this is a known issue. Rather annoying. I don't know if Brad will get around to fixing it in WoM, but I am 99% sure that FE won't have issues like these.

1 Replies 4,448 Views

We will have to see where FE ends up, and what the plans are after that. If FE is good and has quality support for mods, I think we will see plenty of people eager to contribute mods and whatnot to it. FE may address many of these issues, and if it does a mod won't be needed. There is also another expansion pack / update / sequel planned after FE. If that comes to fruition, the planned content of that will impact what people want to mod. I have been planning a

23 Replies 32,828 Views

[quote who="Reinbad" reply="10" id="2997507"]I don't think a capital is really a fixed thing in the early days of a nations development but more something that gradually evolves. I don't think there are many nations where the "starting" cities actually end up as their capital. More often then not other political or economical reasons decide where eventually a nations capital will be and also the influence which it has will develop over time There for I don't think your

11 Replies 16,164 Views

I am dead set against any 'invincible defense' or anything else like that. Quite frankly, it seems ridiculous to me and completely artificial. If a player wants to make one mega-city, that should be a gameplay choice, with advantages and repercussions, all based on the rules of the game world. I think a Capital should be important and matter to gameplay. But there are different examples of historical capitals, and their importance can vary. Look at the importanc

11 Replies 16,164 Views
Reply to WTH??? in War of Magic

Maybe he is confused by the horrors of the upcoming 'remakes' like the XCOM and Syndicate FPS...

14 Replies 14,784 Views

I swear that the devs have been reading my mind. So far FE is including tons of the things I have been thinking would be cool. My hopes for this game are growing dangerously high...

65 Replies 199,368 Views

The key here is victory conditions. Those are what define a path, not technology trees. If I am going for conquest, I will probably want to draw on a variety of advances from each tree. If I am going for the magic victory, then I will probably be very focused on the magic techs, with maybe a little of the others. Climber, there is nothing wrong with needing to invest a bit in each. How can you build a powerful magic realm if you can't even build a decent town? I thi

16 Replies 20,686 Views

Campaigner, good points. Especially the movement points in the strategic level. That is something that is a big problem with most strategy games. It should not take years for my leader to walk out of a city and do a lap around the immediate area. I hope that FE removes the ridiculous crawling pace of movement, especially for Champions, so that we can get out and explore and adventure. I would be ok with armies of normal units being slower, but they should still be able to march a fair distanc

154 Replies 2,243,804 Views

[quote who="HenriHakl" reply="6" id="2995929"]Cultural land-gain does happen in the real-world, at least that is how I explain the EU to myself. Yes, some paper signing was involved too - but essentially it is everybody saying "hey, we like each other enough to jointly share mostly much of everything". [/quote] Yes, but that was political. It wasn't a matter of France building a museum in Paris and suddenly having their border expand to take over Be

27 Replies 29,681 Views

This is a problem with most Stardock games. It took several expansions for Gal Civ II to give each species unique tech trees, buildings, etc. By the time Gal Civ II was done, they had made some nice improvements, but it was still a bit bland. I think gameplay difference are really essential for Elemental. Since you can design units you can't have set, wildly different units for each faction. I really hope that FE will include a wider variety of designs that AIs will

23 Replies 32,828 Views

I agree. I hate when I end up with a bunch of useless warg dens or whatever as a Kingdom player. I think sites like these should generate nasty beasties, and you should be able to clear them out if you are of an opposing faction, or otherwise make use of the space, ie: tame them, put 'em in a zoo...something.

2 Replies 9,981 Views

This has always bothered me as well, and is a major issue in games that use an open map instead of zones or provinces. One of the best parts of EUIII is the diplomacy model, and the war / peace negotiations. I love planning wars to secure specific provinces, then negotiating a deal to maximize my profit. This is so much more realistic, and allows for limited wars with specific goals and end points, instead of the all or nothing wars in most strategy games. Since Element

27 Replies 29,681 Views

I'm a bit concerned about the random city improvements / bonuses with each city level. As a few others have mentioned, it would be nice if the player had some input in this. This will also help specialization and allow for more characterful cities. I would like to see random bonuses become available based on the choices the player has made. So if a city has been used to train lots of troops, a selection of buildings relating to that would be available. An element of randomization is great

154 Replies 2,243,804 Views

Thank you! This is exactly the kind of dev journal I have been asking for, something to address one of the big information gaps on FE - the strategic / realm management stuff. Sounds like some major changes from WoM, many of which I have been playing with modding in. Thanks for saving me the work! Interesting discussion on build queues. I'm fine with one queue, as long as we can pause something being built. This is really esse

154 Replies 2,243,804 Views

Great update! Fun bite-sized looks at a wide breadth of topics. I love the idea of different Champions having different recuitment requirements. Very curious to see what sorts of requirements are possible. One thing that is weird to me so far...all of the UI and Menus look great, but the actual gameworld looks kinda off to me. Not sure why. Can we PLEASE get a 'strategic level' dev journal at some point? That is one

76 Replies 141,103 Views

[quote who="Heavenfall" reply="1" id="2991923"]My hopes are mainly for modding, that they allow a certain flexibility in the xml so that we can come up with interesting ways to combine them.[/quote] Hope so. There are still plenty of people that want to work on mods, so additional support would be great. [quote who="DsRaider" reply="2" id="2992158"]1) I do believe that this has been confirmed for FE. 2) Agreed, plus caravans should rege

5 Replies 13,327 Views

Good ideas on taxes, Sethai. However, keep in mind that much of the population growth is from being migrating to your new city, not just from internal reproduction. It would be nice if there was a 'migrant' pop growth and a 'breeding; pop growth. The migrant one would be king early on as you are forming your realm and people started to converge on your cities. As you civilize the world, this would become less important as most people will have been absorbed into one or more realms

7 Replies 5,547 Views

[quote who="Femmefatal48" reply="10" id="2992185"] Oh wah whah cry us a river. The MAJORITY of gamers want a game of challenge and replayability not some ROMPER ROOM GAME like YOU want. The Developers are correct to listen to the HARDCORE gamers as they are their biggest support group for THESE TYPES OF GAMES. Only a HANDFUL of ROMPER ROOM players buy these types of games and then they want to come along and ruin it for the HARDCORE with their whinning and crying about "it's to

24 Replies 56,169 Views