kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation

For anyone who may care about my two cents in this matter, the following is part of a message I wrote recently to a member of the dev team. I am post it hear because it captures something missing from most discussions of the tactical combat. I do not share the general opinion that the current tactical combat is broken. In fact, the tactical combat of Elemental is a fair approximation of the vast majority of comparable games. MOO2, the Shining Forces series, the Final Fan

140 Replies 327,078 Views

Where did my sovereign go? Apparently, he is stalking the fog of war. After posting my OP, I had my sovereign disappear into the fog of war. I had just finished the first part of the wild goose chase quest and when the hut

4 Replies 4,137 Views

So I have been playing Elemental v1.08 and I have run into a few oddities in the game. Firstly, There is a random champion roaming the country side, which appear to be unrecruitable and without any faction. This bizzare champions is actually named "Champion". Here is a screen of this . And Secondly, When you have cloth map only on the grid displays all s

4 Replies 4,137 Views

Yes I actually have this working, and it works under the same principles as the rest of the game mechanics. Now, this units is horrifically unbalanced, as you can see it has 550 hp and 180 attack. The only "glitch" is that the rendering engine has no idea how to put that many guys into one square since the scale of tactical battles is not exactly that big in general. This little encounter was after this unit fought a young ogre for my initial test.

420 Replies 1,127,896 Views

[quote who="Raven X" reply="225" id="2773677"] Kenata, no one said anything to what you did with that mod there because all you did was create 50 I man units. That's not epic, that's micromanagment hell. We're talking about units that have 50 men in them each. Armies totalling in the hundreds or at 1,000 men per army. 50 1 man squads would take forever to play out and no one wants that.[/quote] Firstly, You are right, all I did was create 50 1 man units. It was merely a tes

420 Replies 1,127,896 Views

I have come to the realization that no one in this thread actually wants epic battles as when I posted earlier a way to make this happen for every person in this thread, no one said word one about it. So I have come to the realization that the people post here represent the type of players that should not have any of their suggestions realized. RavenX, I am certain that you thought you had your finger on the pulse of the community as you were apparently a superstar in beta, but your OP is sil

420 Replies 1,127,896 Views

I would say there are two schools of thought on adventuring in a fantasy universe. The first is the idea which is similiar to most computer rpgs where you go out, explore, and level, all the while finding new and exciting things in the universe. The second is the idea which is similiar to most fantasy fiction/Table top rpgs where adventurers take time to ask around about different locations and happenings. Consider that Gandolf spent years researching the ring, the major players, etc, before

20 Replies 14,281 Views

This post is moderately out of control. 8 pages of back and for bickering just seems a bit much. Why are we as a community even engaged in a silly debate. Epic scale or small scale, there are far bigger issues at hand for Elemental than the scale of tactical battles. You want epic fine, I WILL GIVE YOU EPIC! The following is a mini mod for epic scale. Here are 20 peasants about to destroy some spiders. Feel free to change the number in MaxArmySize to anything your hearts desire. &l

420 Replies 1,127,896 Views

I think changes to the tactical combat need to be slow and methodical. There are alot of ideas in this thread about how to change combat, but few actually address why the tactical combat is both boring and fundamentally lopsided. There are the things that need to be address before actually moving to make serious tactical changes to the game. One of the biggest complaints, the 1dN system is how random the system actually is. Most people feel like if a weapon has a range of dmg fr

140 Replies 327,078 Views

There are several mods which add combat abilities. Gnilbert's mod, Update Weapons Mod (Unique Weapons mod), etc. Take a look some of the ideas are fairly interesting.

3 Replies 4,672 Views

I swear some of you have never actually played a 4x game before. Anyone remember mind worm spawns in Alpha Centauri or raiders in Civ? How about Antarians in MOO2? Random spawns are a way to help level up your units and, except when the first shrills start to spawn, are easily manageable.

22 Replies 18,169 Views

What I find really funny about this thread is that there are mods trying to do these very things, and yet we get limited support. I personally have been trying to add special abilities to units in just these ways, but again no support. If you guys want to see this stuff soon, support the modders as they have the time and energy to make this game great.

57 Replies 110,177 Views

We are really hoping to add as much tactical depth to the current game play, without just moving some number here and there. I am really excited about the future of this mod, but what will make it better is feedback from players. We really would like to know what works and what doesn't. What kinds of tactical roles do you see developing and how can we make them more interesting. I started doing this mod because I honestly think it is the best way to enhance tactical combat, but it is the comm

23 Replies 73,282 Views

I am so tired of people complaining about the stack of doom. I have been hearing this debate for what seems like 10 years and have come to one conclusion, SD has gotten it right with fleets/parties. It shows they have learned a lesson from all the great 4x games of old. In MOO2 (the greatest 4x game imho), two fleets fought with a combination of arms, whereas in the Civ series, stacks fight one unit at a time with real cap on number of attacks/defense moves per turn (apparently a tank can in

402 Replies 1,301,967 Views

This is a fairly interesting debate. Firstly, small is relative. One lvl 5 city has 1200 people and can train 1 unit in the same time as 12 lvl 2 cities with 100 people can produce about 9 comparable units (this is a rough estimate). In fact, 12 small cities may not have the same per city resource income per city as a lvl 5 city, but would as a group be superior. Secondly, there is a convention in 4x games to slow growth by adding some crazy penalty to building cities, either

37 Replies 70,291 Views

I want to say that I am very much in the camp of people who think Elemental is a good game slowly moving towards greatness. That said, I do personally have a few points I want to make about the current state of Elemental. Some of them I have stated in other posts but I am going to consolidate them here with a few others. 1) Tactical Cooldowns - Currently, spells rely on a mix of mana and combat speed to regulate how often any given spell can be cast. So from the stand p

3 Replies 3,482 Views

I would agree with removing the artificial cap on buildings if buildings had a more significant impact on your economy. As it is currently, only a handful of buildings have actual negatives which effect your overall kingdom. If say the school cost 2 gold to run or the barter hut cost materials, the game itself would force certain limitations on the size of a city. I mean who wants to build 10 huge cities if one is a significant drain on certain aspects of your faction.

40 Replies 108,570 Views

So I have been playing around with the spells for a while now, and I have noticed that I can not add a to my custom tactical spells. Every time I have tried the game crashes whenever the cool down is supposed to end. Currently, the only way for me to limit how many times a given spell can be cast is to strictly maintain specific mana levels. Consider the VM for example. Once these bad boys get up in lvls they can cast arcane doom like 2 times in the first round as they get 6

9 Replies 13,192 Views

[quote who="Robert Hentschke" reply="17" id="2752493"]For a apear: a short range "throw spear" spell so a normally melee-only unit could moonlight as a ranged one. Tower shield: Shield wall. Increase defense, reduce offense Smaller shield(s): Shield Bash. Small chance to trip/stun opponent. [/quote] I thought about modifying the shield to have special abilities. However, doing so currently, I would have to give the abilities but no essence

20 Replies 19,005 Views

Yeah its alot but how many infernos does it take to kill 3 companies of longbowmen which will snipe you on their turn?

20 Replies 19,005 Views

Spamming Cities is actually quite awesome. Firstly, no random mobs in your influence, and secondly, every city can build a caravans to each other, so roads, roads, and more roads.

25 Replies 16,129 Views

So I have been playing the crap out of elemental and it occurs to me, I really wish I had some method of auto defend. As it is now, I can move a stack out to the wilderness just beyond my borders and periodically look to see if they need to deal with some troublesome units. However, I would rather have a unit that would protect a small area of land and seek out battles from enemy units in that area.

5 Replies 4,145 Views

Considering the city names are like Yashoohilin or Azula, its hard for me to tell which city is which when they pop up the screen. In fact the city stats are not very helpful especial for the first two lvls as much of what the city will be doing is yet to be in the city's influence. I have actually taken to just naming my cities numbers, so whenever city two levels I know which city it is.

11 Replies 3,639 Views

I will attempt to address the essence problem as that was not intended. [quote who="hairrorist" reply="10" id="2749847"]The problem with the short sword is that it is overpowered not due to its abilities in melee, but because of how many spells per round it allows a mage to cast.[/quote] Do you think it should be +1 instead of +2? I had actually intended the short sword to help out mages in this way, but I do you think it is too powerful?

20 Replies 19,005 Views