Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

This seems like a nice idea at first... but with the current game mechanics, all that would happen is that you'll get players marrying their sons to other factions (gaining free channeler daughters), and marrying their daughters off to champions for channeler grandchildren since giving away valuable channelers is rather silly. The whole system needs to be revamped, or it'll get abused to no end.

12 Replies 9,163 Views

[quote who="Frogboy" reply="74" id="2765649"] We tried a lot of different things and much of the issue was (and it's something that still plagues the game IMO) is a lack of feedback to the player when something happens. The way Dynasties are evolving towards is that when a sovereign dies, their kingdom (or empire) will go to the player who is married to the next in line for the kingdom.[/quote] While this might be a decent fix midgame, it is pretty point

90 Replies 328,325 Views

This doesn't put the AI on equal footing at all, the AI doesn't know how to find a spouse and marry them. So if you manage to disable the default spouse, all you would end up doing is disabling the entire thing for them, giving you a huge advantage in getting 4 free channelers, abeited rather late in the game. It would also disable your ability to hire their daughters for ... essentially free, and getting 4 more grand children for every boy you manage to produce. In those regards, the dynasty

26 Replies 18,188 Views

PS: a quick mod of the pioneer pack (requiring gold (200), material (50) as well as up the training time (+10 turns)) has helped immensely with city spam. I still can't believe it's so cheap and fast to train a new city... ~_~

25 Replies 16,165 Views

Even if its completely legal, it's very abusable and feels really cheap, and thus FEELS like an exploit, especially since the AI doesn't do it. Even if you choose to, I don't recommend destroying your houses until you get to the highest level or unless you desperately need the food, because it takes turns to grow your city, and any turn that your city is sitting at max pop is a turn that could have been giving you those +40% and +50% bonus.

12 Replies 14,675 Views

I didn't mean to suggest that the tile system was part of the engine. Rather, I was simply trying to point out that they had the engine and pieces for it in place before Elemental went into development. To me, it would seem stranger to go out and use a new engine when you had one of your own (that you thought was ready). As for lighting, as someone with some experience with 3D rendering, I'm sure it could improve immersion and feel for a game. However, when it comes to

4 Replies 5,343 Views

Do note that it's spell changes and tactical "tweaks". I think you're expecting too much if you think that will fix tactical combat, perhaps we can get a peak? Still, any improvement is welcomed. Looking forward to it.

60 Replies 43,934 Views

Assuming no resource node influence (it's ideal to link cities to certain nodes to make use of the level up bonus), city placement depends on how much you plan to "grow" your cities, this usually have to do with how much food you have available and what side (Kingdom/Empire) you are playing. Let me give a quick example (the numbers are off my head and might not be 100%): A kingdom outpost can grow to a level 2 village with 1 hut (requiring 1 food), and to a level 3 town

12 Replies 14,675 Views

Let's talk about Kumquat first. If I recall correctly, Kumquat was designed originally for another game, Society, an MMOG that was being developed and talked about since GC2 was released 4 years ago. If I recall correctly, the custom tile design was a major selling point (it was developed due to GC2's ship design popularity). Somewhere along the way, they decided that they could also use it to develop Elemental. I'm not 100% sure on the decisions behind it, but I assume it was because Society

4 Replies 5,343 Views

[quote who="b0rsuk" reply="59" id="2764682"] Someone still has to adress the one point I made - that for AI succession likely won't be a big help, because of the nature of most 4X games. Once AI loses one sovereign, it is likely already in the process of being mopped up and it can't do anything against player's overwhelming army.[/quote] This is actually usually not the case at all. In fact, it is usually the opposite. Let me give an example (directly from my last

90 Replies 328,325 Views

The initial Morale values depends on the size of the forces in question. In your example, the ogre had a much higher combat rating, so he got a big morale bonus to his base Morale of 50, while your archer got a negative. Most of the time morale doesn't matter too much, but every once in a while...

3 Replies 5,147 Views

No offense, but it's one thing to say that certain changes weren't well thought out or balanced, it's another to say that changing is bad. If you never try new things you'll never get any better. Sure, you'll end up short a lot of times, but if you're dedicated to fixing it like SD has been trying, it usually ends up okay. To be honest, new and improved graphics has never been the draw of TBS games (at least for me). If you really love MoM that much, there's really nothing stoppin

90 Replies 328,325 Views

Um... am I the only one who thinks that making resource spawnable using essence is a really bad idea? Just for example, say you choose your sovereign with 15 essence, hire 3 champions, imbue all of them, then level them once or twice and put all the points in essence. Now you have 4 people capable of spawning 2 of any resource that you want. Now say you put all 8 of those goldmine in one city and build all the gold resources and level the city with gildar bonus... what's to stop you from buyi

32 Replies 22,917 Views

The Vigilant Minion's Arcane Doom has been discussed a lot already, and SD has said that they will be looking at it, but haven't stated anything specifically because they are planning to overhaul the magic system in general. Still, it's pretty clear that they will be nerfed in one way or another... ... having said that, I went through the files and apparently the Imp Familiar is suppose to evolve into a much stronger version if you manage to level him to level 30, just

7 Replies 7,223 Views

Guys, I'm pretty sure Brad is saying that the weapon balancing pass they are doing is so that he can re-prioritize what the AI research and builds, and thus makes for a better AI overall. You might not like the simplistic 1 dice rolls, but at least it's fair (you and the AI uses the same system). It's more important right now to make the AI realize that they should not be wasting all their resources building squads of soldiers armed with war staffs or boar spears, especially when a couple of

106 Replies 264,301 Views

While I agree that Combat Speed would be better served by calling it Action Points, I don't think it necessarily needs to "die". There are many tweaks that I think could make it better and more interesting, but it doesn't need to go away completely, because a lot of what has been suggested can be done with the current system with some base modifications. Changing it completely would probably do more harm than good since you would have to rebalance an entire new system. Let me give some exampl

21 Replies 68,999 Views

[quote who="b0rsuk" reply="15" id="2761339"] quoting post -Dynasties. Dynasties is a cool idea, but they never intended it to allow succession upon a Sov's death. Many argued for this option, but it was emphatically rejected. So, this wasn't promised (and the non-promise was successfully delivered in release), but it could be a feature that offers a promise of how Elemental separates itself from many other games. Doing so would require devs to embrace th

90 Replies 328,325 Views

[quote who="b0rsuk" reply="20" id="2761320"]Could you please explain the bit about capturing a nearby town and then assassinating the sovereign ? Is influence linked to controlled towns ? You can instantly switch influence of regions ?[/quote] Yeah, it's a bit different from dominion in Dom3. In elemental, influence comes from cities, or rather, it comes from the population of cities. It doesn't have the province effects (Order, Production, etc), and mainly controls off

24 Replies 71,021 Views

I don't think you understand, I had 3 catapult (plus default no equip sovereign and Janusk) the entire game, just about any standing army is going to find itself "very very overpowered" in comparison. Even if the AI was smart enough to hide it's sovereign, the only thing that would change is I would have to walk around hunting him instead of sitting there waiting with the end turn button. Admittedly, I'd have to actually build up some defense against its real army, but that's not all that har

24 Replies 71,021 Views

I have to admit, as someone who likes to tweak the game quite a bit, the thought of drastic changes coming makes it difficult to get in the mood to do a serious mod. It's the reason why most mods are done on a stable code base. Still, changes aren't necessarily bad, and some parts of Elemental DO needs it (like say... damage rolls?). I'm a bit worried about the coming changes to the magic system as well, but it's hard to say how bad or good it will be until we get more detail on it. <p

49 Replies 36,668 Views

Actually, the two times I played Empire so far I always go for great scimitar troops (tech after lord hammer I believe?), they are absolutely dirt cheap in comparison and you can field an endless army of them if you have enough metal. I just pump them out with no other equips, they are almost as cheap as peasants with 10x the ATK, then proceed to mow down everything in their path. While the concept of randomize tech chances is nice and refreshing, I think the techtree itself is a bit broken,

22 Replies 62,716 Views

Yep, that's certainly a fix that Elemental could borrow from. If the lore absolutely demands this kind of behavior from the game for some reason (the only possible reason I can think of), then at least add a game option to disable faction destruction upon sovereign death for the sandbox game. You just won't be able to use magic again unless you have an imbued champion or child, or w/e. Just think of it like the disable tech trading option from GC2, no matter how well in

24 Replies 71,021 Views

What I did was modded in 3 items to restore essence (MP potions essentially), called Essence Runes (copied the existing Rune). Comes in 3 variety, Minor, Normal, and Major, restoring 5, 10, 15 essence each respectively. These costs Gildar to buy (100, 200, 300), and can be bought from level 2, 3, and 4 cities (and up). It's not exactly "MP regen" but it works well enough. The gold cost makes it not very good in the early game when the turns are fast and MP regen isn't as big of a problem, and

40 Replies 23,080 Views