For 1.1 I'd just love to see weapon/armour differentiation and expansion. WEAPONS Weapons grouped into types (Swords, maces/hammers, polearms, bows, crossbows, etc etc) each with different benefits. For example: Swords provide +1 to combat speed (as they currently do) Polearms provide a small benefit to defense due to their extra reach, and some of them able to use shields (I'd love to recreate the Greek Phalanx, but currently the only spear in
CrazyHarlequin
Correct me if I'm wrong, but don't troops move much faster on the roads the caravans produce? That's the main advantage for me. The only reason I really put Caravans in the field is to make those roads so I can reinforce areas as necessary when teleporting isn't an option.
My early game strategy (in fact, my entire game strategy) can be boiled down to three words. Style. Over. Substance. Even if it is more effective to place small outposts on the three different valuable resources in a large area, I prefer the imagery of having a HUGE city harvesting them all, even if it will take hundreds of turns until its influence reaches every resource. Even if establishing a city through the main pass between me and my enemy, which has no resources ar
[quote who="Lord Xia" reply="8" id="2800899"]Removing forest is the only thing I have ever used it for, not sure why you would want to remove a resource.[/quote] Removing faction specific resources (refugee camps, warg resources, etc etc).
[quote who="psychoak" reply="14" id="2800375"]Every champion you imbue gets access to the same sphere of spells you have. [/quote] Who else now is imagining the Imbue spell grant champions access to only a single spell book of your choosing, and if you want to give them more you have to cast Imbue AGAIN.
[quote who="random_target" reply="3" id="2800321"]Like I mentioned several times, I think the goal is not necessarily to make them stronger, but to make them unique. The best implementation I can think of is the one done in other games: When a champion levels up, he has a choice between three random talents, possibly in addition to a minor stat change. Each type of champions will have a different set of possible abilities (some, but not all unique just for this type), bu
Honestly this is an area of specialisation I'm going to miss when 1.10 rolls out. Currently my usual strategy is to recruit two level 1 otherwise unimpressive champions, imbue them with magic, and then level them until they have about 30 mana, all other stats are irrelevant. They get given heavy armour, given to a high tier army and told to sit at the back and not get in trouble. In backstory they join a specialised caste of mages who give a kingdom tactical advantage by allowing their s
Both Galciv2 and Elemental offer something that gives the game almost infinite replay value: The ability to craft your own story. Unfortunately Elemental isn't capitalising on that offer as well as Galciv2 with all the expansions did. I still remember with a smile how I would put detailed backstories into the designs of various craft and construct naming systems for my ship designs (such as the' LDIII - Gargoyle', the third generation design of a Large Defensive focused ship
[quote who="Istari" reply="11" id="2798713"] I think Wintersong means 'fighting fire with fire' here. It reminds me of an anecdote I once heard. Ah hemm. Long ago, an athiest went up to a man of religion and said, "If your God is so great, tell me how He can punish Satan by damning him to burn in Hell, if Satan himself is a creature of fire?" The man of religion looked sternly at the athiest for a moment and didn't speak. He then bent over and picked up a hard caked clump of e
[quote who="ozo" reply="4" id="2798482"] Quoting Lord Xia, reply 2I have suggested this myself. In Romance of the Three kingdoms, when a ruler dies, there is a meeting between the heirs, advisors, and generals about who should take over the leadership. Sometimes they all agree and a new heir is named, some times, their is conflict and the nation breaks up into warring factions. I would love that for this game. Love the idea. I would really like to have my nation to
In the Heavy Gear universe the Gears are a mass manufactured stepping stone between infantry and tanks. Seems like they would be more applicable as the basic trainable soldier. Infantry would come in a couple of varieties (Anti-Infantry and Anti-Gear) and be quite cheap compared to the other forces. Tanks would probably work similarly to Sions (unalterable units available when a certain building is researched/produced). Some heavy animation work would need to be done, as even though t
[quote who="Tserrof" reply="6" id="2797849"]PROPERLY DONE CHEATING LOOKS LIKE GOOD PLAYING BY THE AI. [/quote] Making sure something is properly done is harder than you would expect. Do you play Medieval 2: Total War? The AI does cheat a bit in that, and most of the time you hardly notice. In the LotR mod made for the Kingdoms expansion, the modders decided the AI wasn't difficult enough so they upped the cheating. For me personally it made the game absolutely no fun. It didn'
[quote] Fixing city spam.....D-u-u-u-u-h.....play on tiny.[/quote] What if I don't WANT to play on Tiny, I want to feel like whatever I'm doing is a huge, grand event, but I don't want the immersion breaking deal of the computer constantly sending pioneers to place a village on top of a gold mine firmly in the middle of the peninsula I own and he has no links to? It would be like if Sauron sent a bunch of Goblins and their wives to go make a school in the middle of Rohan.
I find this thread amusing. I live in Australia, where we can expect to pay $90 for most games, and up to $120 for AA titles. Snapping this up online for $50 was a bargain. As for if something is worth the time, I just do the "net time gain/loss" experiment. (The price of the game)/(how much money I earn an hour at work) = number of ENJOYABLE hours of playing a game. Elemental is doin' mighty fine on that calculation.
[quote who="Nathikal" reply="5" id="2796794"]At the same time, I'm one of those weirdos who actually creates military branches and divisions for his forces, such as an order of elite scouts, knights who safeguard royalty, knights who defend the land, etc. Some things that come to mind are the Starstriders, the Blackguard, and the Path Knights, respectively. I'd love to be able to get units to look differently by giving them unique armor and/or weapons.[/quote] I'm the exact same. In a
[quote who="Lord Xia" reply="13" id="2793402"]Plus, whats the point of Elementium, when the armor it creates isn't even the best, or even close? Heavy Master armor is far better, and all you need for that is a bunch of iron. Would be a lot cooler if this rare element could be produced to make something really good. [/quote] I could be wrong, but I believe the Legendary armour has no combat speed penalty. Granted the penalty isn't huge for a full plate suit (it's what,
[quote who="flymar" reply="3" id="2795371"]I really don't know if that's the direction that the devs would go but I agree with the OP. Adding of some 'flavor' elements in unit design would add a lot. 1) Different armor/shield/cape textures with al kind of heraldic/fantasy symbols - with colours sliders obligatory:) 2) Custom elements (just like in GalCiv2). To add some spikes, banners and similar, resize and/or rotate them. [/quote]</p
[quote who="Kalin" reply="8" id="2795841"]The problem with vastly differing race/factions is balancing them would be very hard. When starcraft came out with 3 different races it was quite a feat, and many have tried (not so successfully) to top that. Balancing 10 vastly different races is just virtually impossible. That's why they only have 2 sides with some minor differences (which are easier to balance) between the factions on each side in the main game. Even then, I'm sure you've seen the
This is partly a bump, partly a new hopeful idea to add to the previous post. Along with the above mentioned armour variety, perhaps when creating the troops we could have access to a stance-window similar to that which is available when making a Sovereign. I say 'similar' rather than the same, because it would give a limited number of stances appropriate to the weapons the unit is armed with. For example, when creating a Wraith soldier sent in with poor equipment in vast numb
I love the game, but one aspect that bothers me is that despite the visual and cultural differences between the various races of Fallen and humans, they perform the exact same on the battlefield. Some Kingdom/Empire wide traits can influence their combat abilities, but in general they are no different from each other. Summary of idea: Allow for the creation of new species with slightly different standard statistics. These species can be chosen as the base for your kingdom/empi
Morning (or afternoon/evening, whichever is more relevant). Let me prefix this by saying I'm really enjoying this game. It has some flaws (a few times my computer has flat out run out of memory playing the game), a few bugs that need ironing out (it sometimes gets confused when scrolling in and out quickly from the cloth map) and a couple of balance issues (e.g. AoE spells render armies pointless, pretty much). But better minds able to express these concepts more articulately will be