I have a friend from a third world country where the pirate softwares are abundant. According to him, it is the result of exchange rate between US dollar and their currency that cause the prize of the legal software become very expensive. ( just imagine if the prize of the software is the same as their monthly wages) There, only rich kids can buy legal games (which is imported from other country); while there are a lot of kids who want to play the game. That's why people choose to buy pirated
Brainsucker
Rather than Teleport, I prefer town portal. A magic that allow your sovereign to transport himself (only himself) to the city he choose (his own cities)
Looking at how the concept has changed and the stats have lost their previous function, shouldn't the stats should be revamp and change, too?
I don't know if this idea can be implemented on Elemental : War of Magic, but i'm sure that it can be implemented to any Civilization type of game (or space 4x game). My idea is to separate the Research & Development part in the research tree of the game. The Research Tree is more about to research the general Idea. It just like in Civilization game, where you can research automobile where you can get a tank, or flight that you can get fighter, etc. While the develo
[quote who="Frogboy" reply="111" id="2790703"] Quoting Gwenio1, reply 108 Quoting Frogboy, reply 107uber armored horse mounted mega archer. The reason those never existed is because armor slowed the horse down, and the really good bows (longbows and the really powerful versions of crossbows) could not be used on horse back. And it is hard to aim from the back of the horse, but that might be hard to add in. The mongols had pretty good bows though on horseback
[quote who="Frogboy" reply="62" id="2789523"] Quoting kryo, reply 58 I was thinking something a bit lazier like a scouting pack that lets a unit go through tiles belonging to another player. Be heavily exploited though if it weren't mutually exclusive with weapons. Yea, that's the trick. How do we justify a pack keeping a player from having weapons? The unit design has definitely been a challenge because realistically, there should be 3 basic paths: <
Well, the game title is Elemental. So what is the connection of this game to the word of "Elemental"? I don't understand
These just my Two Cents Resource Management : Learn from AOW. You don't need a city to capture resource. Just put a unit on it, raise your flag and viola, you get the resource. But of course, you need to defend it, or else your opponents will take it over from you. This way, you just don't need to build an outpost on a resource. City ruins : It from AOW too. There are cities ruin that you can take over to rebuild a city. But of course, it is not free. You need to clean the lan
Err... blunt weapon was used by knights because of Heavy armor. It is historically accurate. Mace and Hammer was popular during the high medieval time, when the full Plate armor has become too thick for a sword to penetrate. I read it in an historical forum on the net. Just forget where it is, now. The reason of using mace / hammer was because when the enemy wear full plate mail, the only place that can be cut by a sword was only the neck area. Thus give the warriors reason to u
I have post this idea somewhere in this forum, but it's ok, I'll repeat again and add it with more ideas. And sorry for my bad english Personalize your equipments Right now, we have already two version of weapons and armors. cutting and blunt weapon, and light and heavy armor. My idea is to personalize these equipment to give them more tactical & strategic value to each units. Cutting weapon has more damage than blunt weapon, but blunt weapon can dam
[quote who="Frogboy" reply="117" id="2613452"] I'm not arguing the perspective of 2K, Firaxis or Civilization as a series. Your original comment implied you wouldn't participate with Civ5 due to the deal struck between Valve and 2K to use Steamworks. From a purely business point of view I can totally understand that you would not want to favour Impules's direct competitor. That I totally understand. I was arguing the point that if you really a
Now, I think I know the problem of City building from, and why it is different than MOM / Civ franchise at general. It is the non existance of tile resource. If you play MOM / Civ game again, you'll find tiles resource like food, gold, and the others, and the people who work on that tiles. Then because the setting of EWOM is in a wasteland version of world, then the developer remove them. To substitute the lost resource, the Dev create Merchant, Study and the others. It is not a bad idea, as
[quote who="Gwenio1" reply="40" id="2777686"] Out of curiousity, what was complicated about AoW? As a note, it can be fast depending on how you play and the map you are playing (At least in Shadow Magic, only just got the others).[/quote] Well, every units have their own unique role (with unusual traits and skills), every race has their own strategy, every magic has it's own purpose. It is complex. A good game, I say. But, I can't stand with the Tactical Battle when you hav
[quote who="luketan" reply="31" id="2777176"]You are welcome to like or claim to like anything you want of course. But your post has no other content beyond asserting your right to like the game (i assume you don't disagree that magic and TC are most important in games like this), so I have no other comment. [/quote] Yes, i'm agree that magic is the most important and MOM is definately still better at this area. I just say that Elemental has it's own str
[quote who="luketan" reply="29" id="2777148"] This type of posts make me scratch my head and wonder if this is a troll or just a fanboy post.. Look at the name of both games Master of MAGIC and Elemental : War of MAGIC.. Notice the word MAGIC in both? Saying EWOM has "power that surplass" MOM despite being weaker in MAGIC system is really insane.. MAGIC is the main thing in games like this. Similarly 4x games are war games essentially, s
[quote quoting="post"] Based on my name, you can see I'm a big Master of Magic (MoM) fan. I've waited 16 years for a game to replicate the experience that the MoM provided back then. Though there were other excellent fantasy TBS games since then, even today I run back to the DOS emulator to fire up the old MoM once in a while just to enjoy the fun of imbuing a double axe with flaming, haste, and +6 attack, and then let it rip in the hand of Gunther the Barbarian. There's just something
Yeah, food is scare, people need food. So, it just logical if you sell food for money to the population
Is it also happen to the magic when you have the related shard?
[quote who="the Gorgon" reply="9" id="2776574"] Quoting Brainsucker, reply 8Forgive me if I'm not agree with you people. First of all, I'm just a gamer like you, not a stardock things. I have lurking to another forums, not even a game forum, but manga forums, novel forums, etc. What I state here is that every creators, whatever if they are writer, game developer, or the others) have their own concept from the beginning. The community input is... just an input, to give them som
[quote who="mastroego" reply="19" id="2776217"] Quoting Robert Hentschke, reply 3 Some design choices also feel very arbitrary, such as not being able to have a unit with four guys unless you research how to do such a thing at all. Seriously. Hey, you four over there! You're a unit now, got that? Research done. =P This. And I'm aware I'm being insistent on this point but I really can't understand where things like this come from. Research to unlock heroes.
Forgive me if I'm not agree with you people. First of all, I'm just a gamer like you, not a stardock things. I have lurking to another forums, not even a game forum, but manga forums, novel forums, etc. What I state here is that every creators, whatever if they are writer, game developer, or the others) have their own concept from the beginning. The community input is... just an input, to give them some ideas, and hopefully expand / give their creation some flavor. Basically, they wil
I have a hunch that the people in Elemental consider the channelers as their gods
Now, we know that spending a lot of money for a champion is worthless. That's because the price of Champion's equipments are very expensive comparing to units (while they give the same value). so, rather than we reduce the price, why not just make the champion's equipment different than the units? Look at the game, or how people play the game A party of champions? An army of 7 champions? WOW!!! They are not champion, but elite force, as champion is a champion. The best followe
[quote who="ClaytonHollowell" reply="1" id="2775093"]...but I forgot to mention, now that magic is fixed you can go around kicking monster butt, since all those VAST SQUARE MILES OF 100% WORTHLESS WASTELAND (which you can't civilize, because you CANT AFFORD TO MAKE CITIES) is spewing an endless tide of them, and your cities certainly can't afford to defend themselves.[/quote] LOL, welcome to the wasteland / post catalysm world. honestly I love how the 1.08 implemented a
I think what the developer need to do is to reduce the price in the shop, so the hero will able to buy the standard equipment, just as the troop. But, heroes a special because their equipment are not standards. Maybe Stardock should implemented more Hero's special equipment that will make 100 coin is worthy to be bought.