Yea, make it work like total war. When morale reaches 0, a unit flees. A fleeing unit that is "killed" is actually captured.
SavageBananaMan34
i was going to make a similar post but got too lazy. totally agree with you. also, is there a way to get to certain units in a stack (outside a city)? because i can't do that either.
[quote who="Frogboy" reply="10" id="2658151"]Adventuring does have dungeons but they operate like Inns. You don't leave the strategic map. Rather, you get more involved, more interesting quests.[/quote] Is the plan to add explorable dungeons in an xpac or is that out the window?
One thing I would like for all characters that level is a type of "skill tree" that we could progress. Now, I know spells are a totally separate thing so we don't have to include that here. But perhaps we could have different skill trees that could give your champions/sovereign combat skills like better effectiveness with staves, or a new type of axe attack that can hit multiple units at once and things like that. Then leveling would be a lot more interesting than "yay another point in streng
I totally agree. The sovereign faces (especially the male ones) need more work. Some of the facial hair looks strange and tacked-on as well. Also, some poses cause "holes" in my shirts to pop up so it looks like my sovereign is a 12 year old goth chick. I would also really like an option for slightly different body shapes, right now everyone looks pretty much the same in stature. We don't have any muscular units, or fat units, or sickly old man units. Everyone's got kind of a ranger/thief fee
[quote who="Somaed" reply="5" id="2657870"] Quoting SavageBananaMan34, reply 4I have to say I would like much fewer quests in general (there are inns like every 5 spaces) but have them be weightier and lengthier. I dont have that problem, I see inns pop up few and far between in my games.[/quote] Really? Are your settings the defaults? At any given time I have like 5 noblemen to escort, workshops to rescue and evil wizards to stop :P
[quote who="travitar" reply="1" id="2657867"]I've been wondering this myself. I really hope we will be to actually explore dungeons.[/quote] I think frogboy said something of the sort a while back.
I found my first volcano today too. Totally awesome! Does it have some cool quest implications or does it just sit around and look pretty?
I have to say I would like much fewer quests in general (there are inns like every 5 spaces) but have them be weightier and lengthier.
[quote who="MxM111" reply="7" id="2657863"]I confirm the right scrolling bug[/quote] me too
[quote who="Gorstagg" reply="3" id="2657762"]It sounds like your immersion is enhanced with better aural presentations. That makes sense. Me, I would love it if they included a music player or gave us access to our own music player, so we can play whatever music we like comfortably from within the game. So that way when the mood hits, I can switch to the Lord of the Rings Soundtracks, or maybe a King Arthur one, or the Dawn of War 2 40k music sound track (really outstanding work by
come to think of it i have yet to see ore too.
i can't load any sovereigns ive made but the xml files are there. what gives?
you do this when you make a custom faction. this gives all your units a consistent look (which may not be ideal). so if you want one unit with green skin, all your units will have green skin.
It shouldn't be a necessarily negative effect, that will just cause save and reload. What it should be is an alternative effect. So maybe a gate to hell opens at the spot of the volcano like you said, but the creatures wouldn't necessarily target the player summoning so that the player would still be potentially happy with the unexpected results.
I want to second the whole idea of "one peasant shouldn't be able to capture a city." The population of a city should be converted to X peasants, where X = (city pop) * (approval or happiness rating percentage) / 100. Then multiply X by some tweaking factor for balancing purposes. But the idea remains, your guys should fight if they can!
Hello wonderful people of Stardock and their fans, Most of us have played the total war games, and that series has made numerous breakthroughs in game design. The most important design decision the CA team ever made for the total war series was adding music to the pre-battle screen. I beg Stardock to steal this idea for Elemental. There is nothing like your army's extravagant fanfares, ominous chants, and booming timpani strokes to build tension for a timel
how exactly would a battle with hundreds of thousands of units work in a turn-based game?
[quote who="Wintersong" reply="2" id="2651582"] Quoting SavageBananaMan34, reply 1I have a question: how do I divorce my spouse? This is especially a problem when he/she is dead... You cannot. Like some other animal species, one spouse forever.[/quote] That's absurd. Is there at least a way to get rid of dead spouses? All four of my daughters were slain in a single battle and my husband died. Is that the end of my dynasty for the rest of the game?
I have a question: how do I divorce my spouse? This is especially a problem when he/she is dead...
[quote who="Beric01" reply="15" id="2649891"] Quoting Frogboy, reply 11 1. You need to build too many houses early on for the city too really develop, but far less as technology progresses and you get higher capacity housing. Naturally this is just a beta so it'll change, but last night I had a city that got to level 5 (1000 people) with only 2 villas after having researched improved housing a ton of times. My other cities were overflowing with them since I had built tons of them ba
Speaking of the game music, are there tracks in this game that sound almost exactly like some of GalCiv 2's tracks or is it just me?
Frogboy, I humbly request that you improve the faces for the game's male characters, or at least add more. They are all very squarish and brutish, almost like warcraft's male characters but even more grotesque... The female characters look great for the most part, though.
^^ speaking of that tile frogboy, when I was playing it wasn't immediately apparent to me that that was a goodie hut. Obviously I see it now, but initially I just assumed it was a fat lizard moping around its lair that I could kill for experience. Is it a good rule of thumb that every monster with its own "tile" is a guarded goodie hut? Because there are things like those swamp monsters, sand golems, and trolls that roam around and don't award you anything when killed.
My favorite thing about Elemental so far is the water. Simply awesome! Show your love for Elemental's water in this thread! [e digicons]:grin:[/e]