Really some incredible ideas. These sorts of things would really improve the game and make it feel more strategic.
DamnedChoir
I love the city-sprawl. Like many others have said, I think it is one of the most unique things they've brought to bear, and I think the game will become more visually boring when/if they take it out.
Honestly, I think one of the biggest problems of this game is lack of meaningful choices. Research and the Tech-Tree as well as pacing feel just about the same to me no matter who I'm playing as. I really do think the game needs more meaningful choices, and more ability for a player/faction to specialize. <
I was just about to come and post the same thing. Essentially, the beginning of the game is slow and constricted with few choices. (The main choices at the beginning being faction and sovereign) The middle of the game, when
Agree with all of these.
AT RELEASE: E: War of Magic: F END OF 2010: E: War of Magic: D+ <span style="font-family: comic sans ms,san
Wrong thread...but I really like this idea. It would be nice to be able to equip and un-equip things directly from the shop screen. Otherwise, buying something, un-equipping, and selling old stuff gets a little ponderous.
I've gotten a lot of boring and barren maps too, most of the time there's not much to fight over, and nothing interesting going on on the map even several Adventure techs in. I think there need to be more resources, but they should be less useful. It /is/ a wasteland, but there needs to be things to fight over, a reason to explore,
I still think that Sovereigns should all get Starting Gold (with the 'Rich' trait giving them a bonus to starting gold as well as to gold earned in game.) Then Sovereigns should buy equipment with Starting Gold, NOT with CP. <span style="font-size: small; font-family: comic sans ms,sans-serif
To be honest the fact that you can't upgrade units sticks out like a sore thumb to me, it's in practically every other 4x in existence. Your sovereign and heroes can equip new weapons/armor, but when your maceman with leather armor gets outdated you have to fire him and build a new one? Why not just swap out equipment, or 'upgrade all' of
[quote who="DKL" reply="26" id="2788890"]Are these pics actual screens of the working engine, or just mockups from designers? Some art there and UI is much more awesome than what release version has. [/quote] I have to agree...I really wish Elemental looked like these Screenshots. I really love the dreamy, fairtytale cartoon look, and the UI looks slick and useful too. <span style="fo
[quote who="Lfseeney" reply="14" id="2758041"]It is a ghost written book. As in I believe Brad wrote some of it and another may have done some writing and stitching. It has that feel. But not bad, I have read worse. The story is good, one has to remember, this was done while making the game, as well. I always find it funny to hear folks who have never written a book attack one. Lee [/quote] <spa
About every Spellbook having Utility spells; this is something I suggested in Beta. I think every Elemental Spellbook should have a different /feel/ and different utility spells, but still. Fire-Offensive <span style="font-size: small; fon
A real single bandit would probably sneak into the town, maybe clonk someone on the head with his club, and steal their horse. Not destroy an entire civilization.
I don't know, maybe they're a little harsh but based on what I've played I feel PC Gamer is right in saying Elemental was released too early. It still feels rough, buggy, and like a beta. It seems to be missing features, and the campaign is lacking a great deal of polish. I think pushing back the release Window would have solved all of those problems. I'm sure Elemental /will/ be a great game, but in the world of Game Reviews and Sales you want to make a good first imp
I got the same thing, only with Pariden, I started with a /city/ in the center of a forest and I couldn't build anything.
I would like the option to use consumables in battle too...it'd really save a sovereign's life to be able to heal mid-combat thanks to a potion. I have a ton of Healing Nectars I'm not likely to use anyways.
I don't want to have to hack a text file in order to create a new faction; that should be handled by the UI. I don't know how things will be in the final version, but what Frogboy said /did/ imply that the only way we'd be able to create our own races/factions was in xml...and while I can edit xml, I don't really want to ha
I like the idea of differentiating spellbooks. Elements should really feel different...and this might be a silly reference but: In Avatar: The Last Airbender (the Cartoon, not that awful movie) The different Elements as combat styles were characterized by different focuses. Air: Almost entirely Mobile/Defensive. Fire: Almost entirely Mobile/Offensive. Water: Stationary and Fluidly moves between total Offense and Total Defense Earth: Stationary a
At the moment Shields are essentially treated like Gauntlets, and you can only equip one weapon so there's no difference between one-handed/two-handed. I'd like Shields to be off-hand items, and for there to be Two-Handed and One-Handed weapons too.
It'd be nice if there were different builds and special abilities to give you a reason to differentiate your troops. Civ 4 had all sorts of interesting unit abilities, and I heard the Devs say monsters would have those too. It'd be nice if heroes didn't
[quote who="Stmorpheus" reply="1" id="2688263"]yeah this is needed badly, but i am sure stardock probably already has a fix in the works, atleast for 1.0.[/quote] I hope so, the UI could use some love.
There's quite a bit of work left to do on this game, and I agree that the Fluff and the Game Engine don't seem to entirely mesh in what they're trying to portray. I think that this is a good suggestion, but quite a bit of balancing needs to be done to bring the game in line with it's fluff/inspiration.</
Yeah...the map is ridiculously covered. It seems like most of the world is ruins, with inns scattered between them. And not in a good way.
Even in the abstract horses are quite a bit different from giant, ravenous wolves.