Edwin99

Edwin99

Joined Member # 2555206
91 Posts 412 Replies 14,003 Reputation

Frogboy, have you considered adding more tactical magic spells to Elemental? About 10 to 15 new tactical spells. This would would give the player and the AI a wider range of tactical choices to make on how to fight the battle. Furthermore, excluding the AI progamming, some of the spells (i.e. tactical summoning spells) would be relatively simple to implement. Example: Tactical summoning spells where the summoned creature(s) stays for only a num

271 Replies 429,215 Views

Repurposing Elemental Content Elemental and FE has a lot of good content - a back story, races, creatures, encounter areas that must be cleared, - dragons, spiders, elementals and overland maps. If I was developing an RPG at Stardock I would seriously consider using this content to dramatically speed up product development and allow for a richer unique environment. I would base the core mechanics of the RPG on the Pathfinder 3.5 Open

17 Replies 86,268 Views

Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat. In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. That said, the addition of tactical combat summoning spells also presents opportunities

271 Replies 429,215 Views

Any thoughts on the pros and cons of adding tactical combat summoning spells to 1.3? Tactical combat summoning spells that use existing creatures would be easy to implement and give those focused on magic more tactical combat options. The summoned creatures would vanish at the end of the tactical combat. Example: Summon Giant Spiders, Summon Wolves, Summon Dragon, etc.

271 Replies 429,215 Views

[quote quoting="post"]Champions will offer to join you automatically when your faction meets certain milestones [/quote] Interesting, could this mean; 01. You raze a city and you attract an assassin? 02. You build a library and attract a sage? 03. You build a beehive and you attract a farmer? 04. You marry Princess and her bodyguard joins your kingom? 05. You build an archery range and attract an expert archer? 06. You raze 4 c

271 Replies 429,215 Views

In 1.3 I would like to see the different races start to become more unique so that when you are playing the fraction A, it plays differently from the other races. To do this I suggest starting with one race - the Trogs and give them unique dialogs, technology, buildings and spells that are not available to the other races. After this is done I would start to tweak the AI to make the Trog AI play different from the other AIs. Example: 1. Since the Trogs are stronge

3 Replies 2,979 Views

Request: Please consider making one or two races more unique in 1.3 For this I nominate the Trogs and Wraiths. Give the Trogs access to a weapon technology that the other races don't have access to (nets and tridents anyone?), a unique building or two, and give them some unique dialogs so that when you are engaged in diplomacy with them its really different. A different style of a grand hall, a different attitude, etc. Have the trogs respond differ

271 Replies 429,215 Views

Suggestion: Hero's and sovereigns know specific battle tactics (i.e. traits) A unit in an army can use any battle tactic known by its highest level hero/sovereign. Example: Hero Marcus the warrior has the Raise Shields battle tactic trait. Any unit of Experience level x; or greater, under his command can use this tactic. An unit commanded by a hero that does have this trait cannot use this battle tactic because it's commander is not wise enough t

3 Replies 2,665 Views

I liked the tactical combat better in the first version of Elemental. In 1.0 AI attacked with summoned creatures and cast spells at your forces. In the updates, magic magic has been nurfed so much that it is rarely used in combat by the player or the AI and summoned creatures; other than the imp, rarely make an appearance. Its just a clash of armies with minimal tactics and no magic. For V1.3 I would like the designers to consider a wider range of ta

271 Replies 429,215 Views

I would like to see quests that can unlock new spells or technology if they are completed. Example: A demon is guarding a temple with an ancient book of magic. Slay the demon and you can research a new summoning spell. Example: Free the imprisoned sage and you can now reasearch phalanx spears that give you; whether attacking or defending, a first strike ability to soldiers so equipped. Example: Rescue and return the King's daughter to her father and&

3 Replies 2,289 Views

Lone PCs should also have an option to attempt fleeing a battle if confronted by a superior foe. If they successfully flee the battle there would be a chance that they would join another fraction. Perhaps, joining your fraction and giving you intelligence about the enemy army that tried to kill him., Example: NPC Scholar is attacked by Soverign Regilus. The scholar has a 20% to flee the battle. The NPC scholar flees the battle and joins the Mancer ki

1 Replies 2,001 Views

To add some flavor to NPC interactions I would like to see NPCs have a morality rating that would affect the sovereign's abiltiy to recruit them. If the sovereign's morality rating is below the below the NPCs you can talk to them but you can't hire them OR the NPCs demands a larger incentive payment to accept your offer. Example: A sovereign with a morality rating of 100 meets an NPC of Morality rating 80. This NPC will agree to work for the sovereign as

1 Replies 2,001 Views

Killing PCs does not harm your reputation or ability to hire other NPC's in the future, but it should. I would like to see NPCs have a morality rating and the sovereign's rating decline when he slays NPCs from his fraction (Empire or Kingdom) If the sovereign's morality is below the NPCs you can talk to them but you can't hire them. Example: A sovereign with a morality rating of 100 meets an NPC of Morality rating 80. This NPC will agree to work for t

5 Replies 5,354 Views

I suggest that 1.3 include new tactical spells that can change the dynamic of a battle. 01. Courage (Enchantment) (Level 2) - Unit receives a bonus vs morale checks for duration of battle 02. Mass Courage (Enchantement) (Level 5) - All friendly human (non summoned, non creature) units receive a bonus vs moral checks for duration of battle 03. Rain (Water) - Rain covers the battle field and limits the field of veiw to 3 tiles for all units; enem

0 Replies 1,329 Views

I would like to see unit tactics added in the 1.3 update. What are unit tactics? Unit tactics are orders that a player may give to individual units. These orders give a unit specific penalties and advantages for that combat turn. Examples of tactical orders: Defend - Defending unit has a chance to strike any attacker first and it cannot move that turn. (chance is 40% for veterans, 50% for expert, 60% for

3 Replies 2,665 Views

I would like to see some personality shown in the tactical: Autoresolve Battle Perhaps, this would be managed by the skill of the highest rated hero in the army? Example: Warrior 1 favors offensive tactics, and is more aggressive Example: Scholar 3 favors defensive battle, waiting for the opponent to close instead of rushing into battle If Warrior 1 and Scholar 3 are in the same army, the army will follow the tactics of the higher level Scholar 3 hero. Per

271 Replies 429,215 Views

[quote who="Frogboy" reply="82" id="2933120"] c) Add a different set of quests, random events and other "content" to give the world some more flavor. [/quote] I wonder what sort of "content" Brad has in mind to give the world some flavor? Perhaps, - A sage that tells you about the background of the different races of Elemental in the course of his converation with you. - A nobleman that asks you to return his daughter;&

111 Replies 250,815 Views

I like the idea of researching old languages and having them unlock technology and magic paths that date from an age long past. Perhaps, you recover an ancient tome of magic and can't use it until the ancient language can be translated.

153 Replies 607,075 Views

Having a fear spell trigger a morale check should reduce the chance of it being easily manipulated. Why? 1. Though it will likely work on a peasant unit (with low morale), it has a much reduced chance of working on trained units with a higher morale rating. This increases the importance of fielding trained units that are less likely to be affected by fear. 2. I would think that fear spells would not work on summoned creatures. You could give summoned (or unde

3 Replies 107,609 Views

Morale 1. Better trained units should have higher morale than lesser trained units. Example: Untrained - Morale 20, Experienced - Morale 50. Veteran - Morale 80, Elite - Morale 100 Perhaps, units morale rating should increase after every battle Example: Peasant Unit starts with a morale rating of 20, after 10 battles their morale rating is 40. (increasing by 2 after each battle). 2. Morale checks should be triggered by rear attacks</p

3 Replies 107,609 Views

Morale 1. Better trained units should have higher morale than lesser trained units. Example: Untrained - Morale 20, Experienced - Morale 50. Veteran - Morale 80, Elite - Morale 100 Perhaps, units morale rating should increase after every battle Example: Peasant Unit starts with a morale rating of 20, after 10 battles their morale rating is 40. (increasing by 2 after each battle). 2. Morale checks should be triggered by rear attac

271 Replies 429,215 Views

Draft 2: Espionage branch in the diplomacy tech tree. Expenditures in this area reflect the development of intelligence services oriented around; a. Intelligence Gathering - allowing you to to view a report of what is in an enemy city (buildings and units). b. Assassination - Assasins can kill enemy heros in a tactical battle where they face the hero alone. c. Counter-Intelligence - Inceases the chance that enemy spys an

0 Replies 1,553 Views

I would like to see some technologies restricted to specific races/kingdom. If you capture a city that kingdom or empire you may be able to research these technologies, though the full extent of these new technologies may not be fully revealed. Example: The Ironeers have knowledge of how to make steel ,and they have kept this knowledge secret. Capture an Ironeer town with a forge and you may be able to research steel weapons and steel armor. Exampe

153 Replies 607,075 Views