As an Anthropologist, I approve your use of the word Hominid, but you know I'm pretty sure all the Fallen count as Homonids too. This isn't really political correctness, though...this is more silly than anything. This is how the English language is structured, and the cliches are there so people have something to grasp onto. Elemental is a Medieval Fantasy game, which has a heavily European (English) and Male bias. While I'd certainly be happy to see other races or types of civilizati
DamnedChoir
At the moment when creating a new Civilization our options for Traits are fairly limited. It may /seem/ like there are many traits to choose from, especially on the positive side, but I find quite a few of the things I would be looking for to create/distinguish a fantasy civilization are nowhere to be found. That being said, we're /defini
I absolutely love these ideas...it's stuff like this that will really give the world character. A++!
I definitely think Essence needs to be handled differently. I actually suggested something different in another thread; I personally don't think that Essence should be a consumable resource that is also treated like a stat, going up in levels. I also don't like the current way Essence is determined. <span style="font-size:
I actually like this idea quite a bit.
I like vollies, they allow Archers to soften enemies up a bit before Melee troops close in.
The Spell-Book and Spell-Research both need a lot of work, I'd like a better spell book and a better system of Spell Research which is more like technology research.
Having more ways to gain exp besides running around and smashing stuff would be really useful.
I agree, it would also add an extra element to sieges. It should be possible to change it, mind, but not without expense. Maybe a 'gate' improvement that can be placed and demolished?
I would like this idea, but it would need to be possible for monsters/individuals to attack and sack a city, not just conquer it. Why would Ogres want to run a city, after-all?
I like this too...it's actually rather hard to identify the difference between actual features on the 3d map and just generic scenery...this would help immensely.
[quote who="TyLarson" reply="24" id="2666910"]Also, as far as starting equipment goes...I'll take back the free bit but you do start with 500 gildar so having the option of buying equipment at sovereign creation makes sense to me and would give a sovereign who decides to be choosy in placing his first city a chance to actually survive the wasteland to find a good spot. Rather than spending valuable character points on equipment you will completely replace in fifty to a hundred turns. As it st
I agree with all of the main poster's points...I also think there should be /way/ more equipment available at Sovereign creation...but most importantly more clothing/posture/cosmetic choices. As is, most of the sovereigns end up looking pretty much the same but with different colored garments. <span style="font-size: small;
For the problems with essence: I think Essence should not be permanently lost, but rather be like HP, you can raise your max essence like a stat but you never permanently lose it. Mana could still be based on Essence, but permanent rather than temporary.
Yeah, there really needs to be a better system, one that doesn't cause you to waste spell knowledge.
Agree, idea is popping up elsewhere too.
I'll also add that I agree that I think that some very basic spells shouldn't require Shards, but that Shards should instead provide a cumulative bonus to a certain type (school) of magic.
I have to say that I agree with pretty much all of these suggestions, but since the people here seem to have some of the same basic ideas that I have had, I'll re-iterate my specific issues with Magic so-far: Spell Points: I really dislike the current sp
This thread has given me a lot of ideas and also reminded me about how other strategy games I've played have handled similar problems/situations. First, though, I just want to say something about scale. At the moment it seems like the scales for 'cities' is to be honest more like a scale for small towns than anything. A city is a collecti
(Disclaimer: Long Spammy Post) 1. City Improvements: I personally am in the camp that I would like the city management to be a more complex part of the game. I've seen several people warning against that; but I beleive the reason they don't want that is
I think a god-like sovereign stumbling onto a tiny village and performing a task for them in exchange for their sacred relic is a lot cooler and makes a lot more sense than all of those humble inns.
I know you guys would probably lose money and don't want to lose your retail slot, but I, for one, would be happy to continually Beta-Test the game so it's chock-full of extra goodness come release. :) That being said; hopefully you'll make your window!
I've already out in my two cents earlier but just looking over several of the pages I can already see things have gotten into an in-depth discussion. Ultimately, though, I think Mr. Raven's idea (whether it was his intent or not) is a good one: Separate systems for single and multi-player. <span style="font-family: co
WINNER. TAKE. ALL Personally, I really don't like the 'Winner Take All' Approach, I also don't really like the approach they used in Rome: Total War. The problem with these approaches, I think, is that they encourage all clashes to
Well, Evasion (or Evade) just sounded better than Dodge...Defense might be best but I didn't want it confused with the 'current' Defense stat. It could represent Dodges, Parries, Weaves, and other things that aren't armor.