MoM had a fairly effective method of dealing with resource protection. If you melded a magic node using a Guardian Spirit rather than the more basic and cheaper Magic Spirit, the node would effectively be guarded by an invisible unit that has become one with the node. As far as I know, there was no more upkeep for the spirit once it had melded. I don't really know how resources are captured in Elemental, so I can't comment on how a similar feat might be achieved. But if anyone ca
Istari
Excellent idea. This would really add a new strategical element to the game. [e digicons]k1[/e] I imagine you also meant for these traps to be hidden (i.e. not detectable by enemy units)? I think that should be the case, but perhaps also with some units or technologies/spells allowing a chance to reveal hidden traps.
I think that the annoying effects of incremental technologies (i.e. Laser I, Laser II, etc.) would be largely negated if the technological upgrades automatically transferred to all units. So, if I upgrade my weapons forge, the weapons of all my existing units are automatically upgraded. This can be done at no cost, at a specified percentage, a fixed cost per unit, a fixed cost per unit based on unit type, or even a general fixed cost. It would really reduce the tedium, especia
More quotes: 'Darkness is for lack of light, though light is not for lack of darkness.' 'Cold is for lack of heat, though heat is not for lack of cold.' 'Do not be too hard, lest you be broken; do not be too soft, lest you be squeezed.' 'A soldier's measure is their will.' 'If poverty were a man, I would have slain him.' 'A poor man is like a foreigner in his own country.' 'People
Double post.
[quote who="Nathan E" reply="28" id="2571521"]A lot of people are giving a unit name and an quote for that unit. If you read Frogboy's post closely, the game is going to suggest a random unit name and a random quote. I'd suggest the game have a button we can hit to see a pick list of unit names and their quotes. Random isn't sounding too useful. [/quote] I second this.
More random quotes: 'You cannot test my patience, for that is something I do not have.' 'Die when you are spoken to.' 'I live for .' 'I die for .' 'I kill for .' 'I for .' </p
+1 for Aurum. It really does sound the best and is also relevant.
Random Quotes: 'Whosoever finds it difficult to act justly, finds the punishment far more difficult.' 'Cold be heart and hand and bone, and cold be travellers far from home.' 'There is no magic.' 'A man confronts you, he is the enemy. An enemy deserves no mercy.' 'We served the Empire at many distant posts.....until they all got wood-worm.' 'An army marches on its stomach, yet we march on the
More Suggestions: Æthers Rians Zots (kidding) Zilas Carats iGold (bad joke) Karmas Dahabs Shingles Worths Stocks Shares Mites Colargs Gambits Cheddar :) Czechs Props Keys Shamecoins Ohms Shells Croutons Crusts Mires Skins
Some suggestions: Sovereigns Royals Regals Crowns Niggles Galds Coins Currencies Pieces Bits Ends Grains Diyahs Commons Mucks Wisps Sets Lamnias Imperiums Evertos Sordes Humii Argents Fragmas Caputs Germens Ducos <li
This game has a fantasy setting, so you could have both genders give birth through magical conception with a catalyst such as a crystal, and a vial of the partner's "essence". All descendants of the sovereign should genetically inherit this form of procreation. As far as I understand it, channelers are unique in their ability to utilise magic, and so adding this trait would be only a further point of distinction, making them almost like a seperate race. In this way, both genders becom
Champions
Cities should have inner and outer walls. You should be allowed to decide which buildings are on the inside and which are on the outside, as this would be part of a defensive strategy, especially under siege. For example, if population were vital for a particular city, you might have all the housing situated in the inner section.
I like this idea as well. I said something similar here https://forums.elementalgame.com/377327 , though I didn't specify that the terrain should be reflected both visually and tactically inside the combat screen, as it couldn't apply given the context of my post. I think that this idea would add an additional level of strategy to the game, forcing a player to decide the best time and place to attack a group of units to get the most
Triple Post. [e digicons]:(O[/e]
Triple post. [e digicons]:(O[/e]
[quote who="Cerevox" reply="33" id="2562358"]No. Any game that advertises itself as having mini games inside it to you keep from getting bored is not likely to do well. And be 'enhance the game' i mean the core game. Like, citys and troops and magic and such. The things that we are actually playing the game for. Mini games are nice and all, as long as they don't effect MP, but i am not buying or playing the game, for the mini games. And, to cover the possibility. If there is someon
[quote who="kingtiger_522" reply="5" id="2563028"]Although I think that there're still a few tweaks that could be made to the tech tree, fundamentally I think it's a good system. I have to say, I'm not a huge fan of randomness in the research trees, as I don't think it reflects the concept believably. Research is normally a directed, focused and ordered thing, and while occasionally discoveries are made that are not exactly specific to the purpose of a particular research, I'
[quote who="Cerevox" reply="31" id="2562004"] What is the point? The point is that they want the devs to spend time on things that don't actually enhance the game for some odd reason. Thats the only excuse i can think of. [/quote] Enhance the game for whom? If you are a person who sees these additions as being an enjoyable aspect, then to you at least these things will be considered an enhancement, as the purpose of the game is penultimately to entertain, th
I like the format of this idea. One question I have is, if TP is granted in-game, might that make the bonuses given by leveling up somewhat redundant or would it be worth it to have two parallel systems of character improvement/progression?
[quote who="sabrestrikealpha" reply="24" id="2559145"]I thought Heroes of Might and Magic V had a good system in multiplayer, although I'm not sure how well it would adapt here. Basically, every player had a "ghost" that they could control during other players turns that had an opprotunity to take certain actions, some benefical to the player, others gave some minor detriment to opponents. For instance, you could spend a certain number of the ghosts movement points to "haunt" a resource node
I have to say, I'm not a huge fan of randomness in the research trees, as I don't think it reflects the concept believably. Research is normally a directed, focused and ordered thing, and while occasionally discoveries are made that are not exactly specific to the purpose of a particular research, I'd not go so far as to say that researching for something specific and making a side discovery will always or even mostly result in the abandonment of the initial target. Also, although you
I'm very interested to know what we're looking at here in terms of income and expenditure of essence. How much essence does your sovereign gain, and how much is that relative to the costs of expenditure? Is it that you needs be extremely frugal, or is it something approaching plenty or abundance?
[quote who="Wintersong" reply="8" id="2556331"] The idea is to force players to play as quick as possible to deny possible bonuses to skillful players that play quick during their turn and master the minigames (bound to happen) to get more and more bonuses by the simple fact of being faster in their turns.[/quote] I think that may not be as accurate during real games. In TBS, certain things need to be checked on and adjusted, other things are not absolutely necessar