Cuddlelump

Cuddlelump

Joined Member # 2416627
11 Posts 70 Replies 7,600 Reputation

I am personally concerned with Intelligence being the only casting stat, I feel as if there should be a second one. Int being the offensive stat, and something else playing the role of defensive stat. Maybe its just me though. As for Essence, is it out completely? Or is it out as a stat?

259 Replies 774,057 Views

Interesting Choices. [quote]Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign can only found their kingdom (after that, only pioneers can build cities

79 Replies 221,951 Views

Winner Takes All [quote]What I always held is that tactical combat should be allowed to span multiple strategic turns. Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn. Both armies are pinned to the tile during "Strategic Phase".[/quote] This or some iteration of this is a great possible solution. Overall game flow is disrupted less, larger battles become increasingly more epic, and the ability to reinforce and r

469 Replies 1,482,694 Views

To clarify, yes I know we can raise the stats upon leveling up, what I'm talking about is that specifically when you create your sovereign, you can raise or lower strength, dexterity, constitution, intelligence, wisdom and charisma. But once in game, the only stat from creation still shown and possibly increased upon leveling is charisma. That disparity between stats at creation and stats leveled up in game is what bugs me. Its a small detail that I find odd and bugs me.&n

2 Replies 6,687 Views

Does anyone else find it odd that we only see strength, dexterity, constitution, intelligence and wisdom at character creation, with charisma being the only stat that can be directly raised post creation? Maybe its just me, but personally I'd prefer to level up these main stats, and have each one raise a couple of the "sub-stats" we currently alter upon leveling up. Just a small thing that has been bugging me.

2 Replies 6,687 Views

As has been suggested here, essence needs to be separated from experience (aka the level of your sov). The way I think it needs to be treated is more like a global resource. It feels like SD wants essence to be a resource of some kind, but its current implementation does not allow it to be. If it was a global resource you'd consume essence when you want to make your sov more powerful, start a new city, or enchant a powerful artifact. Once its a global resource, you'd have to dec

74 Replies 28,178 Views

I've not had big issues with food or population with my cities. But I think the special city resources, such as the scenic view, are in many cases not worth their space cost. Unless there is some benefit I am missing, 1 prestige for 4 tiles, is a very heft cost. I'll build temples and town halls thank you.

9 Replies 6,486 Views

So I had a game reach just over 300 turns, and I had a very strange bug occur. When my cities leveled up from lvl 3 to 4, all the housing in them disappeared. The tiles they occupied became unavailable, but I did get the building slots back, which I could use for other buildings. At the time, when I brought up the building options, Villa's (the housing tech available) were nowhere to be found. Upon a reload of the game, as it crashed shortly there after, the Villa's

1 Replies 1,400 Views

There needs to be a way to outfit your sovereign with the new equipment you research. I find it strange that I can outfit a simple commoner with plate armor, and magical rings, but the leader of my kingdom has to rummage through ruins to find items for himself. I know you can trade these extra items between units, but as far as I can tell you cannot un-equip the armor from a trained unit and transfer it to your sovereign. And were that possible, it should still be possible to ta

2 Replies 5,317 Views

[quote]Basically I see Frogboy's question as this.... Do you want a Explanation as to why (insert faction name here) lives by the ocean? Or do you want to be able to make a race with fish fins and gills? Do you want to know why (insert faction name here) lives near mountains? Or do you want to be able to make a race with wings? What sounds more fun? Knowing why someone lives near water or playing as fish people? Note: the fish thing was just a examp

207 Replies 510,170 Views

[quote]No matter what we will have: * The War of Magic campaign * The 10 canon factions * The 10 canon backstories Random House is producing a lot of content for the game. The question is where best to put this content. [/quote] With that said, I put my vote in for racial distinction and more customization. Its the customization features that keep me playing a game. The game play elements distinct races could bring, would be

207 Replies 510,170 Views

I really like the idea of creating my own race. But if that's to come at the cost of a well fleshed out world, I'm not sure it will be worth it. Its a tough call, but I do have 1 question. If you go the canon route, and focus more specificly on the individual factions, would you not still be developing the art assets for the five races; Men, Urxen, Trogs, Magnars, and Wraiths? If so, then you could still develop the race creation portion, have individual cities retain thei

104 Replies 204,860 Views

From what I understand, Frogboy, I think I like the idea you have presented. I'm not entirely clear as to the intent though. Correct me if I am wrong in my analysis. Currently : -10 factions -Each faction falls under either Fallen or Men, but are actually sub-races (Gilden's "Ironeers" for instance could be considered dwarves) -Each faction has its own story and personality, shown both by its strengths/weakn

151 Replies 387,146 Views

[quote]3. No reasonable person is going to argue that Elemental is like “Duke Nuken Forever” because there is an open beta program where people can clearly see the game progressing. We are confident that our beta group agrees with us on the pacing we have for the beta.[/quote] While the 1Z is still rather unstable, it has progressed significantly from the 1A. Its amazing how much has changed, and for the better. To those telling the SD crew to quit delaying, that the

85 Replies 210,695 Views
Reply to Siege Warfare in WOM Ideas

I know frogboy stated that when you attack a city its to take the entire city and not the individual tiles, which makes sense. Otherwise it'd become an overtly laborious undertaking to capture/destroy a city. I do really like the idea of multi-stage city assault/siege battles. But it should be based on the towns level as to how many stages there are, and needs to be a fluid process. The way I see it breaking down is based on the size of the city: <span styl

31 Replies 97,712 Views

[quote]Blegh, I was hoping you could get away from "worker" units since you're planning to keep track of villagers.[/quote] From what he said the Pioneer is far from a "worker" unit. He is member of your population with the specific task of extracting a resource by setting up an outpost. If the unit wasn't consumed upon capturing the resource, I'd agree with you. He is more in-line with a "settler" unit then anything.

191 Replies 604,366 Views

Immortal (Heavy Infantry) 'Live by the sword, die by the sword. Or so they say, I seem to avoid that last part...' Seeker (Fast Light Infantry/Scout) 'War is not an adventure. It is a disease. I can find the cure.' Battlemaiden (Female Heavy Cavalry) 'Thick armor, a strong spear, and c

96 Replies 283,362 Views

Simultaneous turns, seems the better approach. You should be able to set two sets of times however, first the timer length after the first player ends his turn, and a minimum turn time. That way you know you have 30 seconds, or 1 minute at least for your turn even if another player finishs his in 5 seconds. Of course you could set the min. time to 0, in which case I hope you're the speedy one :)

187 Replies 423,835 Views

I'm not going to talk about the spells currently available or what they could be, I'm aware that there are many spells planned that aren't available for testing yet in this build of the beta. What I'm not sure of is whether or not the current system is a place holder, or if they have something more in mind and have yet to implement it outside of an internal build. As of now: -You gain points every turn, spells cost X points, purchase spells wh

2 Replies 1,648 Views

Organicly developed roads with some direction from the player is what feels best to me. Have simple trade paths develop automaticly and without the players direction between neighboring towns, resources would also have paths develop naturally. The player, once researched, can then choose to pave more sophisticated roads by selecting an existing path, or by simply "drawing" a road. Local populations from the city would then begin to build the road, requiring no further inpu

287 Replies 653,819 Views

[quote]In important gameplay mechanic terms, you wouldn't need the place brought to life in order to set up some tents and a fire pit.[/quote] I picture them working like the asteroid fields in Galciv2. Once setup, they provide the resource and maybe a production bonus to the city they are attached too. Players can attack and defend them to their preference, and should an outpost fall under a neighbors influence they could flip on the owner.

247 Replies 545,343 Views

I like what I read boogie :D A couple of my own thoughts to add: First, if the governor dies, the town should automaticly put a temporary leader in play. Maybe it takes time for this governor to be elected (with the town being unproductive while this happens), perhaps he'll only be able to hold control for X turns before a revolt, or he could possibly turn the city over to a neighboring nation if there is overwhelming influence. Further, governors wouldn't nessecarily ne

247 Replies 545,343 Views

[quote]One of the key things you guys really need to do first off is make a clear distinction between major cities and minor cities.[/quote] I think this is a very important piece to making cities remarkable, memorable and awe-inspiring. If all cities can grow into major cities, then there is nothing memorable about them, since they're all the same. As I see it, there should be three tiers of cities, minor (90% of the cities on the map), major (9% of the cities on the map), mega

82 Replies 407,941 Views