Raledon

Raledon

Joined Member # 2533764
25 Posts 149 Replies 439 Reputation

I just started my fight with a spider swarm with my 12 channeler/archer army. At the start, 11 of my units were positioned correctly at the start, but one of my archers started behind a fence one tile from the spiders. The fight was 1 tile from a fire shard.

0 Replies 1,075 Views

The health is quiet allright actually, at the start your raising it by forming groups, and endgame you use magical artifacts. Endgame you can have a 300 attack/300 def with like 400 health warriors. We do ignore the fact that it'll take you 40turns in a fully upgraded town to create them, though. (they do not require crystals) Also, your units gain a huge increase in healthpool due to levels.

6 Replies 6,926 Views

Greetings the mighty Froglord of the Froglodytes. I hope this is the right spot to post this, if not I will happily move it to the right location. [quote quoting="post"] For me, it’s AI AI AI. Elemental is a lot more complex of a game than Galactic Civilizations was. I do want to emphasize that the difficulty level at the world setup is not related to AI difficulty. It has to do with how tough the monsters and such will be (crazy shrills late game type

118 Replies 357,244 Views

[quote who="Mr_Blunt3d" reply="24" id="2269441"] 4) Star Control 2: The Ur-Quan Masters This is on my RTS list because this is the first video game i had ever played. While not a true RTS, you still could command a fleet of ships, negotiate diplomacy, and fight battles. This game laid the groundwork for what we consider the modern RTS. P.S. the Vasari might be running from the Ur Quan Kohr Ah. In the End, our task is simple. We Cleanse. You are the Filth.[/quote]</p

108 Replies 275,070 Views

1. Homeworld 2. Shattered Galxy 3. Starcraft 4. Red alert 1 5. Casterls 2 Most of the newer RTS games are a huge fail in my mind, for a simple reason: they bring nothin new 10 years after the originals. I did not enjoy the newer C&C games as much as the old red alert. I also must note that the only similar game above are red alert and starcraft, the rest are a defferent games. I would like to hear if you guys think the

108 Replies 275,070 Views

For all the people that were wondering, this is the ZotE he is talking about: http://en.wikipedia.org/wiki/Zone_of_the_Enders:_The_Fist_of_Mars . The ZotE for PS2 is in the same world settings, and the one one of the posters above linked to is a "followup" (connected by story, not by playstyle). (edit- didnt notice the op already typed the full name earlier) [quote who="NelsMonsterX" reply="9" id="2241919"]I love all of the TOTAL WAR games. Great epic TBS with awesome battles.<b

55 Replies 153,790 Views

I'm not entirely sure, I probably have played a few games earlier than these, but I can't remember them or their names (doubt I even knew the names at the time...): MoM Beta (yes, I had the beta. Then I lost it, and avoided the game for years till I understood that what I always played was the beta version and everyone had the release version) Betrayal at krondor/Return to krondor.

255 Replies 653,948 Views

Although some great game popped up, I'm surprised only one of the following popped: Master of Magic aka MoM Master of Orion 2 Betrayal at Krondor (note- it's a lot better than Return to Krondor, its followup) Star Control aka Starcon Star Control 2 aka Starcon2 (note- If you wish to touch starcon 3, do it BEFORE you touch the other two, else you will cry blood) Goblins 3 aka Gob3 Monkey island series Although there are a lo

81 Replies 290,502 Views

An idea of my own- conditional victory conditions. Some of the victorys will be changed depending on the type of map/mod you play. For example: if you play a one city challenge, your victory condition will be to survive X turns instead of killing your enemies. Your city will lack some of the important resources in the game which will put you down to be the game's underdog, but in exchange you will have a hidden victory that players will know about only too late.

34 Replies 71,056 Views

Well, in either case, I would like to see the routing system being implented (in whatever way of morale or just spells) with a way for the player to affect it. For example, in the civ4 popular mod, Fall From Heaven 2, there's an ability named fear that might stop a unit from acting. The mechanic was made in such a fasion that, even though my units had a high chance to kill it, they were terrified and refused. Now, in a case a dragon invades my town and my garrisoned units fear

75 Replies 114,497 Views

In the total war game series (atleast in some of them) you had a lineage, and every now and then you could marry them and new heroes were born randomly. What I was wondering, will there be a similar concept in Elemental? If there will be, will it be done propperly?

16 Replies 6,235 Views

Regarding specializing cities, it usually depends on the area around it and the game mechanics. In MoM for example, although you didn't have a simple specialization for cities, you could do it menually: all of the lizardfolk cities' will produce food only, all of the humen cities that benefit from mithril or adamantite will produce paladins etc. I personally do not see a need for such a system to be implented, though I didn't play a game with such a system. one more thi

21 Replies 147,824 Views
Reply to Diplomacy in WOM Ideas

Well, personally I think that the AI should be a bit more intelligent on his actions. For example, if he declares war on you it thinks he can win and will make sure to do so. If it sees a risk of starting to lose, it might offer you a noneaggresion pact and will be more willing the more he losses. In many games such as civ4, the enemies only agree to peace treaties when they are on the brink of extinction.

27 Replies 118,786 Views

Regarding the impenetrable armored soldier being thrown sand at- If we are talking about a game involving magic, I would assume that such a soldier that have spent so much money on his armor (a cheap armor wouldn't be impenetrable) would also have the said armor enchanted by a scrying spell, which allows him to see as if he did not wear a helmet (needless to say that the helmet does not have eye sockets). The same goes for a way to breath and such. I know this took the armor a level up.

44 Replies 22,379 Views

A solution for the X turns=invention system: You have a chance, depending on population, education system and "misc" (specific activities such as battles, mining facilities etc.) to discover a new tech. If you share borders with a kingdom with a tech you don't have, you have a higher chance to get it per turn. Specific, "hard to get" techs might open up "easier to get" techs, which might lead to finding a lot of techs in a small period of time. Please note that the techs you d

12 Replies 4,665 Views
Reply to Civics in WOM Ideas

I don't know who you quoted, but he forgot to mention the most obvious thing... Magocracy, a society based around arcane studies. It is ruled by a council of the most powerful casters, usualy three from each order. Also, this is the first time I see Orwell mentioned in this kind of fantasy discussion...

16 Replies 67,217 Views

[quote who="landisaurus" reply="1" id="2001875"] My option: annex/assimilate them into your civ. +3 to starting population. but you wouldn't want it to be completely busted. So maybe it will start with a building in queue 'assimilation' that takes like say 5 turns to complete as you teach them your ways and how to function as part of your society.[/quote] Or something like that. Couldn't think on a good counter at the time. My point is, limited option isn't a g

41 Replies 31,857 Views
Reply to Caster units in WOM Ideas

Land, I don't want my troops to cast Giant Strangh on themselves, I want them to cast it on my entire army. I'll make a special unit with NOTHING except the ability to cast a specific spell, and send it to support my troops. Same goes for offensive spells. My swordmen have a job in melee, giving them fireballs would only hinder them. I will make a specific unit with NOTHING but fireballs, and use them as artillery. The idea of caster units is to combin those two specialist cas

39 Replies 26,660 Views

Hey, it seems I realy made a "small" typo there- ment customization, not costumization, as a quick glance at the dictionary shown me :). A quick edit also fixed the typo :). I am personally not realy interested at costumization- if I can distinguish between me, "them" and diffrent "them", it's good enough for me (it's not like im going to play paint on my unit's banner). I havn't realy played GalCiv2 so I can't comment on it, but regarding to GoodGame Spore's idea of costumiza

4 Replies 7,118 Views

[quote who="Gazing" reply="22" id="2000275"] D) Complex. Here's an example I would kill to see implemented. 'A scout barges into your throne room. He informs you the the great blue dragon Cakhol'amok has been sighted near the hamlet of Mulenheim. What are your orders Your Excellency?' Options available: 1) 'Send the troops and dispose of this vile reptile' 2) 'Send a cart with {specify amount} of gold to the wyrm' 3) 'Send a messanger to the creature, a

41 Replies 31,857 Views

The game with the best race selection I played so far was Master of Orion II. The diffrent race mechanics which are being used in most games are either "same race for all" or "set races", where the player picks a premade race, with set units and buildings. In MoO II the player had an option to "design" their race by picking traits that improved and weakened the race. This customization, as well as the wide variety of researches, buildings and unit customization, let players p

4 Replies 7,118 Views

I, personally, think you forgot "number 11". 11. Better AI for both the computer (I heard they are working on it for the computer controller) and the units. In MoM the auto system blew sometimes when having a caster hero with no mana run ahead and suicide on the enemy units instead of letting your heavy foot units go ahead. In total war (atleast while I played it) you had massive problems using complex strategies (like flanking) because the AI stopped you and made the units attack.</p

22 Replies 115,820 Views

I'd rather disagree. In the upcoming game, assuming it's a mix between MoM (Master of Magic) and what they said in their journel, will probablly have 2 ways of getting a unit: Recruiting one(some?), when trained you give it gear and train it as much as you like. Summoning, meaning using your spellpower to summon a predefined (I hope it will be better than this) unit. In my experience, the summoned units are always broken- either one(some?) of them is ove

13 Replies 9,152 Views