Holy thread resurrection batman....OCT 2010, to August 2011! [quote who="Black-Knight" reply="10" id="2979529"] Everything should be done to prevent the DEATH STAR syndrome: a huge invincible stack jumping around the map! that is SCI-FI, I agree! [/quote] Dude...seriously...did you really resurrect this thead just to mention your issue with teleporting AGAIN? Please, please stop. Any valid points
Goontrooper
I don't know what you are asking for. More realism or better gameplay? You are complaining about the realism of a guy founding a new city / kingdom, and then not immediatly having horses, armies, taxes, etc. Go out in the woods. Go ahead, try it now. Now found a new city. Wait, what? A horse didn't appear under you? The refugees that wander into your camp aren't all smiths and sages and need to spend time figurin
I think that a powerful, experienced, well-equipped hero, especially a channeler, should be a major threat to any army. However, this should only really be possible with a good deal of work. Right now, I worry about heroes being too vulnerable since they can be singled out. I've been arguing since beta that I would like to see a divide between adventuring parties of heroes and armies of large units. This would be in keeping with the 'strategy game in an RPG wor
I think this roadmap is too caught up in adding new features. If WoM development is going to continue, they need to focus on fixing what is in the game now. Adding more features and whatnot is just a huge recipe for disaster. If they haven't even fixed the existing systems, anything new is just going to go into an already broken game. I'd much rather take what is in WoM and make it work well. Let FE be the place for new features. Honestly, as I have stated elsew
[quote who="Teal_Blue" reply="15" id="2963830"]If E:FE is going to concentrate on Tactics, and conquering the surrounding boss controlled areas before venturing out into the world to build Kingdoms. Then why can't E:WoM concentrate on Strategy, and building up alliances through the Dynasties? and winning areas based on influence and perhaps successfully completing quests? In effect make the concentration of the games different, E:WoM will be a slower and strategic pl
[quote who="Frogboy" reply="33" id="2976226"] With Fallen Enchantress, we already know what the engine can and can't do and can design based on that. That's why is it so different from WOM in gameplay. It was designed from scratch with the engine in mind. When WOM was designed, there was no engine yet. There was a list of capabilities we assumed the engine would have. [/quote] Thanks for all the insight.
Have a look at this... https://forums.elementalgame.com/409938
[quote quoting="post"] I like the way that combat is going. The glass cannon thing is fine, as combat should be deadly. In regards to archery, I feel it would be awesome if the most one arrow could kill would be one troop. So if my hero Felix, who is nasty good with a short bow, shoots into a group of 4 swordsmen say with a total of 16hp, and he gets lucky and rolls 12 damage, the most that would happen was that 1 swordsman drops and the group goes do
I agree that teleport style spells can be a huge advantage. I disagree that they should be banned. There are plenty of ways to balance this. You can limit the range, limit the size of the group, increase the cost, etc. Anything that lets you teleport an entire army over huge distances should be a super expensive, hard to get spell. The kind of thing that is very rarely achieved. I picture this spell being used by a desperate mage that takes their army on a last ditch at
I agree with others that the lack of 'magic / arcane / whatever' type spells is a shame. How do we deal with dispelling things or defending against magic? This seems like a fairly obvious issue, so what am I missing? My main issue is that each spellbook should be different, but viable. I don't want them all to be the same, but most books should include more spells. Everyone should have a Level 1 damage spell of some kind, IMHO. As has been mentioned before,
Everytime a new version comes out, I give it a shot. I was really hoping 1.3 would be playable for me. It isn't. I'm still getting lots of crashes. I honestly can't give a fair opinion of the changes because I can't keep a game going for very long. My last game crashed after maybe 10 turns. Really a shame, because I greatly appreciate all the hard work still going into Elemental. I'll keep trying new versions in hopes for
Thank you for the update. However, my main concerns are still not being addressed. As I brought up in this thread, https://forums.elementalgame.com/409938 I still don't know what the point of WoM is versus FE. This latest journal continues to discuss improvements to WoM, and also talks about how... In all likelihood, the first beta of Fallen Enchantress will hi
I think that one of Derek's interviews (with Gamespot) gives a decent summary of what FE is about: DP: Yes and no; the point of the game is still to conquer and rule, of course. But the main difference in Fallen Enchantress, in terms of gameplay style and overall functionality, is that the land must first be conquered and then you can start building before you make choices to defend and/or expand.
Double post! I'm awesome!
Well, the nice thing is that FE will be free for many of us. I would honestly have been willing to pay for it if it was good enough, but the gesture is appreciated. I really like most of what they are doing with FE, so far. The key will be for FE to be stable and complete. Whatever it does end up doing, it needs to do it well. I appreciate all the hard work that has gone into WoM, but right now it seems to just be a crippled game that is getting repeated band-aids, some
So it sounds like there is not a comprehensive, up-to-date list of any kind. I'd really appreciate it if Brad or someone would create this and keep it up-to-date in a sticky. Right now, I'm having a really hard time understanding the thought process between WoM and FE being two 'different' games, instead of FE just being a normal expansion that improves and expands the original. So far, it sounds like FE is just going to be better. I see very little being said about why anyone
Some good thoughts here...I agree with the need to better balance magic and technology.
Been away for awhile, just starting to get back into Elemental. I've tried digging through as much information as possible, but I have yet to see a comprehensive list of what will be in WoM and what will be in FE. I know this is an evolving topic since WoM 1.3 and FE are both in development, but I'm surprised that there isn't a running, up-to-date list anywhere.. at least not that I have seen. Is there one somewhere I have missed? If not, maybe we could keep
I've been making noise about this since beta...good to see some renewed discussion on this. I strongly disagree with most of your points, Heavenfall. I don't think this would create a problem of segmented gameplay. It would in fact improve the importance and fun of the heroes and rpg elements, which are weak right now. It makes perfect sense for heroes and individuals to engage in quests instead of massed armies. My original proposal was that only individuals, heroes or soldiers, should be
1) I like the art style. It is fairly unique for a 4X, and gives Elemental an independent, original look. 2) I like having tactical combat. This was a big step forward from Gal Civ II, and I really, really want you guys to sustain and improve it in Elemental and future Gal Civ games. I love Civ, and I think Civ V has some good ideas, but I think they made a mistake making tactical combat occur on the strategic level. They should have just taken the plunge and made a sep
The more I have thought about specialists as a global resource, the more worried I have gotten. If I understand this correctly: - 'specialists' is really just a name for your population. - Specialists can be assigned to buildings to work in them - Specialists are a global resource and can assigned to any city, ie: commuters. So.... 1) How will this impact housing? If specialists are global, I can assign them to any
Great update, thanks! 1) The changes to citizens being used to run buildings sounds like a great idea. Any chance that we can have our Hero units also use one of these slots? They could then apply their skills to that building, so if you have a Hero unit with the 'Farmer' ability, they could add a bonus to the building. We could also add passive XP gain for a Hero that is assigned to work in a building so that they can develop further. If more abilities and skill
I haven't read the book yet, but I like how you are trying to tell a story with the tile. Of course, the more props you put in the more it can slow things down, but I like your idea. I see this as being especially useful for special tiles for quests.
onomastikon, really good points. I like GC2 and Elemental, but I agree that they share some design elements (ugh) that make them feel a bit bland to me. I think that GC3 should use something like Distant World's zoom camera so that you can have a vast galaxy with the action concentrated around points of interest. Civ V, for all its faults, does terrain
I don't think there is a mod that does this on its own right now. Funny, because I hear lots of people complain that they end up with more gold than they can spend. So far that has been closer to my experience.