Teslacrashed

Teslacrashed

Joined Member # 2590195
5 Posts 100 Replies 3,904 Reputation

[quote who="Stuie_acs" reply="29" id="2800619"] Quoting monsterfurby, reply 4...they are, in my opinion, a bit too much in love with their own storyline. This. There's a reason that successful fantasy games have elves and orcs and dwarves and creatures from mythology: we can all easily identify with this stuff and that gives a game some sort of built-in depth. So when I have to fight a wyvern, I kind of "get it". On the other hand

47 Replies 118,508 Views

since 1.08, I haven't had any problems running Elemental. Pre 1.08 I had a few minor quibbles. I'm running Windows 7 64 bit Processor: i7-950 3.06 GHz Memory: 6GB (2GBx3) DDR3/1600MHz Video Card: NVIDIA GeForce GTX 465 1GB

40 Replies 16,122 Views

The Heirgamenon in the Limited Edition of E:WoM is not related to the one on the website with the tech trees, just fyi. That being said, a small, clean PDF of the tech tree would be nice.

8 Replies 2,618 Views
Reply to 1.1 ETA? in War of Magic

[quote who="Pantasd" reply="4" id="2795399"]i hope the end of october so they can fix alot of stuff[/quote] not too close, otherwise the big Minecraft update will conflict with my gaming schedule...

20 Replies 10,085 Views

[quote who="hairrorist" reply="5" id="2795239"]Just wait for the tactical battle mod me and Kenata are -almost- done with. We ran into problems with attack and defense multipliers, but now, thanks to Kenata's brilliance, we have them working. The goal of the mod is to attach special abilities to all of the weapons, so that they all fulfill a tactical niche.[/quote] oh nice, I will definitely keep an eye out for that.

12 Replies 17,271 Views

Brad has stated that he's putting tactical battles off to other members of the dev team. I would like to get a discussion going on possible changes. Some feelings I have on the matter to make tactical battles more gratifying. 1) Units need options. A "defend" option is good, and should cost some action points (or w/e the system uses post 1.1). I'd would like for item packs to add once per battle unit options. <p

12 Replies 17,271 Views

[quote who="JSJ101" reply="23" id="2794667"] Quoting Frogboy, reply 12 Ive been thinking of requiring food to construct an outpost. Thoughts? Yes, please! I also wouldn't be heartbroken if caravans generated gold, exclusively, and not food. Doesn't food as a global resource kind of model distribution through trade? How would caravans increase global food supply? I've never understood this.[/quote] Your local geographic regio

131 Replies 267,041 Views

Am I crazy or do none of the new heroes have spell books? From reading over, one obviously isn't suppose to, but the other 4?

55 Replies 23,094 Views

hrm. I don't know if this is a big enough deal to waste time on TBH. The game only pre-generates what, 8 or 9 units? the time it takes to delete the pre-gen'd units is so negligible. But I guess if the Dev team have time it wouldn't be an awful thing to put in.

7 Replies 5,574 Views

I do think having rivers would help add variety to the world's map and view, making it more pleasing to the eye and immersion.

16 Replies 12,777 Views

I'm not certain if I follow. Do you dislike the premade-troops? (i.e. Scouts, Observers, Peasants?) Cause if so, you can design your own troops, and call them what you want.

7 Replies 5,574 Views

Nice addition, but I'm still hoping that things change so building lots of cities is not very viable and/or discouraged. Plus another vote for it showing what cities need more housing.

83 Replies 130,678 Views

I'd like to vote for being able to make a better variety of units, outside of traditional combat roles. I'm all for more items that would exclude weapons but add non-combat utility. Like a camouflage item for turning a scout invisible for a few turns. Maybe another that would allow scouts to damage or render inert enemy improvements at the risk of getting caught and dying (similar to spies in GalCiv2).

143 Replies 376,184 Views

@ Hairrorist - I'm not sure if you are implying that Elemental doesn't have said complexity and depth is a good or bad thing. To throw my 2 cents in, I think elemental could benefit from more depth in terms of dynasties, alliances, treaties, and what have you. We have a fair amount of options, but more would really make this game shine.

5 Replies 8,493 Views

As much as I do like the idea of having fortifications outside of a city, I already hate the marring of the beautiful map when cities begin to go all over the place. I could agree to: 1 Watchtower buildable per city owned. (and this is after hopeful 1.1 changes that will make building more cities a pain/less able to) They are NOT teleport-able to. and I like the sight only when manned idea too.

13 Replies 7,720 Views

Seeing as Brad is a fan of Avatar, The Last Airbender and has stated he wants the in-game visuals to be more like it, I doubt he would harken back to such an old school thought of magic users NEEDING a wand/staff. Also, having to move each adventerur/heir/soverein to multiple cities just to outfit them would get awfully tedious. This was fine in old school linear RPGs, where towns had different items because you were being rail-roaded into a speci

2 Replies 3,917 Views

Personally I really like how the new Kings Bounty game added a leadership score that limits the troops you can carry around to prevent mega armies. I don't know what the easiest solution would be here. derive a value from units experience, equipment and numbers, and then give all heroes a Leadership score (or Willpower based one?). Troops without heroes would be limited by a leadership score created by the unit with the highest Experience. This ma

193 Replies 141,944 Views

Reading Brad's new Dev Journal post Thursday Musings, population is about to be a resource, that I think will help some. Indeed, Ssternbe I like the idea of Outpost buildings that would act as mini-settlements (which i imagine would be used to "cap" gold mines and what have you, but they would be really restricted in terms of sprawl. Right now I'm going the easy route and making a map I feel will cater to keeping a low number of towns. It includes

16 Replies 14,940 Views

Sethai, to alter your idea. How about if cities made by Pioneers can't grow beyond level 1 (still limited in number). Then you would get 1 UBER pioneer that can build a city that can grow just as much as your core settlement.

16 Replies 14,940 Views