Is there log entries whenever enemy/changes happened/intruded within your ZOC (or line of sight)? I am more interested in having that implemented. This feature is what I called love.
Climber
In particular I like these buildings mentioned in OP: Bazaar- +2 Caravans, the city produces +50% more Gildar when nothing is in the build queue. Slums: increase the cities Growth and Unrest I don't mean all b
Buidling improvement should be considered as 'strategic' that players should have full control of what to build. It is ultimately fustrating that you cannot build an improvement that you've strategically planned, due to 'randomness'. For example, if researched to best defensive <pr
We should be given a choice to either pickup a stat upgrade or ability whenever hero/sov level up. Usually picking up just stat upgrade is not fun but a evil necessary as the fame goes by. The main goal of stat upgrade is probably to Keep it relevant in late game, as there will be more foes and enemy become stronger However, taking a higher level view, what is the role of hero/sov ? Beside the obvious answers we all know, I have yet to see if it do any boast to the stack it I'd
can I expect that mouse over each stat will display something like : +2 strength / level , +0 speed / level. Gamer will want to know how a hero will develop in future levels. And I expect different hero will have different stat development.
I can't change paragraph using the god phone. Excus my mess above
Yes, I like the direction FE is going. I do have some concerns other posters have, but let me focus on getting Random improvement when city level up. I understand it has to resolve the all city look the same issue, but removing gamer's ability to plan city precisely is also an disadvantage. Can pre-requisite be implemented for improvement? It is not the traditional pre-req but it is civ4 Wonder style pre-req. E
I am not talking about strictly balanced 5 trees. What is needed is just a reasonable balance for each tree, during early, mid and game. I especially hope that we can start differently (i.e. I do not need to invest single research point in to Civilization tree), yet with my skillful play I can fight head to head to other players that invested in all 5 trees. From the various update we've so far from the Journal, it does not seems to be happening. C
dowdyhoody, when you say 'all of this'... does it include my suggestion? I hope so. From what I see so far in developer updates, I am still most excited with my update above! Fair enough, Derek's update is much more reasonable compared to the darker days of this forum. However, what is the
forjoe, I can perfectly saw my post. The text just warp around automatically at the right hand side. But since you are the second one who say you can't read the right hand side , I've manually put an 'enter' at the end of each line. The effect on the look of the paragraph is strange, but at least you and everyone can read it... I hope I've checked your UI feature suggestion. I agree with y
Really glad that I am not alone! HOMMV has great animation that done well I do now remembered; but it is not enjoyable enough that I've loaded a million times like AOWSM, lol. Maybe this suggestion is not controversial (everyone like it??), so there is no discussion after 140 views?! This idea forums does not seem to be totally dead, how come no other reply? hehe... nevermind. Just need to push it to the top of the forums so devs can consider/
Derek, your detailed reply is exactly what I needed. In general, I am very happy with what you've lay out. Since this is an idea thread, let me try to flash out some of the gameplay that I am definitely holding my breathe to get for FE. Below I am just stating the differences, everything else is agree/like. <span style="text-decoration: underline; font-size: small; font-family: arial, helvetic
Great that you like it! Not sure if anyone else like my suggestion above. This thread is kind of quiet... Nowadays I cannot spend any second wasted looking at the screen when I am not thinking about what move to take next. Long unit animation during the game... I cannot tolerate it anymore. I hope the dev kind of understand the concern I've with UI. I hope to play this game years and years later. Remembered how many times when look at
Fantasy TBS game has the adopted the following routine as the major game play: the more is better. Usually, at turn0, you land grab as much as possible. Then keep expand and expanding. Getting more city, more cities and then even more cities under your control is the sure way to achieve your victory condition. More cities is always better. I want this changed f
I've created a new post in the New screenie for suggestion on the Main UI. Hopefully more people (including Derek) will check it out and bring it to FE.
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We do have 5 victory conditions. But does the game has mapped out what player should do to achieve it? I wish Derek has already. But below is my attempt anyway. In my previous article 5 Unique playstyles by making each individ
First, I am gonna say, it is looking very good. Here is my few cents, hopefully EF will be a more successful one. Streamlineing gamer's task of information intake is crucial for an engaging gameplay too. Let's see what we can do to streamline the main UI screen. Less distaction is always good <span style="font-family: arial, helvetica,
I welcome the changes in title post, but I still see that tech tree is affected by only spending points. Can FE be more innovative than that? I sincerely hope so. I have some good brainstorming 2 years ago in this forum, I still want it this day. Derek, hope that you hear me. :) Source: 5 Unique playstyles by making
[quote who="_PawelS_" reply="131" id="2748644"]I like the summary in the OutOfEight review: What say you? Part turn-based strategy, part city management, part role-playing game, partly finished, occasionally fun: 5/8 I think it describes the current state of Elemental well.[/quote] Hey pal, I feel so sorry for the state of this game. I've posted quite a lot until a month be4 the release, stopped posting until Brad suddenly announced that th
I am excited with this post, this is the direction I want to see. I've presented more or less the same idea here 5 Unique playstyles by making each individual tech tree viable . During the discussion the major obstacle of the suggestion is the difficulty of getting the balance right. But if Stardock is committed to overcoming this challenge, EWOM can be revolutionary! My emphasis is on having 5 unique playst
Swimming should be a useful ability for many units. If the nearby adventurer has that ability, he should not drown, right? OTOH, when a unit is equipped with heavy-ish armor, he will lost the ability to swim even knows how to unhindered. I think the flooded city should still remains on the map. This is not a tsunami spell ... Will the flood flows downward? If you cast it at the top of the mountain, will it flood the plains below?
[quote who="Demiansky" reply="13" id="2686408"]Completely agree that Elemental has fallen into the trap that the original post has mentioned and, yes, it has been mentioned before but it can't hurt to be said once again. At this point, I'm saddened to say that I'm not expecting anything special from Elemental's out-of-box gameplay. However, I do expect that Frogboy's emphasis on player modification will likely yield something revolutionary.[/quote] This is well s
I share your concern. And this topic has been discussed so many times, will this discussion leads the soon to be released game any improvement. It does not seem this game is revolutionary enough to give a breakthrough the genre. From your description, the game still on awards the players that occupy the most landmass. Being big is the only achievement. Land give you more production/magic/troop/resource etc. How boring is that? Ideally
Thumbs up for this idea! Make inn more persistent, so that the inns laid within my influence will generate better quests IF I have invested more Adventuring Tech than other players. Quests will get repetitive eventually, in a sense that you've done the same quest a few times or the reward don't worth your trouble or other reasons. This is, imho, quite unavoidable minor issue. The game will not know when we player lost interest to quests, but there shoul