[quote who="KellenDunk" reply="96" id="2651155"] Quoting the Gorgon, reply 94 Mounts: - Wolves (a must) - Dire wolves (even more of a must ) - Ranyhyn (blessed horses): like horses but faster and stronger and overall much better - Lizards - Camels (needed for desert travel without penalties) - Nightmares (hell horses, only usable by empires) - Sea monster: can be used as
the Gorgon
Research: echoing the need for a real tech tree just so you understand where you are going. Incl. info on what each tech does (link to encyclopedia info). Resources: - Crater with meteor stone or metal (better weapons or armor, and usable for some magic spells) - Crater with stardust (+ 1 essence when first annexed, usable for some spells) - Precious stones: diamonds, emeralds etc. (gold income + usable for some spells) - Mithril / nob
I thought the points in the list above were pretty much for given, let's hope so.
IMHPOW pregnancy in-game is a level of detail we don't need, and the game will play better without it. Not only heroes can become pregnant. If you build an army of amazons you don't want them to stay at home to raise kids, however realistic that might be.
I agree the current implementation of the tech system needs something of an overhaul to make it easier to use and enhance the game experience. It is a strategy game after all, so you want to be in control of where you are going and know what each tech does. Some randomness can spice it up but the basic must be that you can make intelligent choices and decide to go for a certain expensive tech further on in the tree. Also, it seems not balanced that researching e.g. beehive
I love the art style (Mucha-inspired). But I do think the comments on the objects are right: they look a bit too separate from the rest of the world. It makes it feel, to draw it to the extreme, like a cheap computer game instead of a work of art. As a curiosity: as I write this I have four huge paintings of Mucha behind me on the wall, and they don't look anything like that (i.e. they have no such sharp, pointy objects). NB I did not say it has to look realistic. You don't need to go
Hope the system will work out well when fully inserted into the final game, but at the start of playing Beta 1 my concerns were the following (partly echoing some points above): with only 5 categories to "choose from" it feels like you don't have much of a choice, or rather that you are not even choosing when you click a category. It just doesn't feel like a strategic choice when you don't know the outcome and it's all so general. Also, will it be possible to really plan ahe
Good luck with your health, and hope to see you back on the forum soon! [e digicons]:)[/e]
I like this general direction. In fact, I already proposed something similar in the reply to the orgininal thread discussion. My idea was to combine the function of a randomly generated map (fitting with the terrain) with superimposed premade elements, like items on the map, terrain features placed in order to create tactically interesting battles, etc. SD would just need to programme that some elements can't be placed on some types of tiles. As regards the flag capturing, I per
Didn't have time to read every reply in detail, but here are my two cents: Combat speed: indeed Sauron has an area attack (special power) - please try to avoid to mix this up with combat speed. If you throw a fireball or call down a meteor you should be able to attack a lot of troops, but this could very well be a slow attack when it comes to combat speed. I don't think you should mix the two, especially since heavy attacks affecting several opponents (think a tail sweep from a dragon
[quote]Tactical Battles. Tactical battles haven’t been part of the beta but they’ve been heavily discussed. Originally, tactical battles were designed to be RTS. Then Continuous turns. But as time has gone on, it’s become clear that the gameplay that people (and frankly that we enjoyed the most) was more closest to XCom. That is, turn based. Tile based. Moving units to the best spots. And eventually working to have your units in spots that are easy to spot the enemy while t
I prefer a game where the sovereign is mostly based at home, but where he can be called out for crucial or desperate tasks, and where at the end he will have to be defeated himself in combat before it is over. I don't like it too much when the sovereign himself is used as a juggernaut, spearheading any military move. For me it feels more epic when the big guy is "above" the daily fighting business, much like Sauron. Only at the key moments should he intervene personally. SD said that their re
I would love a dark, Ravenloft mod where you get to play as a Dark Lord, ruling your own domain of dread with hideous and extremely powerful magic! [e digicons]:P[/e]
- On Frogboy's post: really cool. Wonderful that SD is making a game only for PC, using that fact to the max. Can't wait to see what might come out of it. - I have to agree with Cephalo that now the next beta still has to accomplish to find the fun - and I don't mean for the total gaming experience (with graphics etc) but really for the basic mechanisms. What is worrying at this point in time is that we still don't know much about e.g: the factions, magic, basic mechanisms like diplom
As stated the issue has already been discussed at length before. I find the post idea, or something similar, intresting. Although SD hasn't yet given a clear answer on whether they could take anything from all the discussions into account, as it stands now with sovereign fleeing to capital with 1 hp if "killed" in friendly lands and dying if killed in enemy lands - not the best solution. I think the penalty for being killed in own land is not 
I have to agree with the comment earlier on the post that it's worrying that now the Empires and Kingdoms seem to be so tightly defined that this will be the main dividing line and not the factions. Nothing wrong per se with such as a set-up as presented here, but I think it would have been better if one of the Factions would have worked and thought like this, instead of creating One Tight Empire, out to rule the world. Also, if you want to mak
No recent discussions as far as I know, but there was a lot said earlier. Since then we haven't heard much from SD as far as I know. As a starter you can check out these posts (there might be more too). I'm also waiting for news on what approach they will take on espionage. https://forums.elementalgame.com/354543 forums.elementalgame.com/368557 https://forums.elementalgame.com/360828
Here is my champion, a knight by the name of Gardon passing through these lands. Author name: Anders Jordahl
Query: We earlier gave written input for the game's champions in that thread. Is the idea that we should now actually make these characters (and others) and post them, or have some of those ideas already been worked on by SD team? Thanx
Quoting Raven X: [quote]I understand your fear Gorgon, but I see things a little different having some knowledge of how these systems work. [/quote] It is true, I have no in-depth knowledge of how they work, so I hope you are right and the system could deliver some nice creatures. And I agree 100% that a body part editor is much better than nothing. What I tried to convey was more overall the feeling that, hey, here we are launching a new fantasy game including a race editor,
To further continue my repl (171) aove, I think part of the confusion comes from the fact that Frogboy asks us to choose between two options: either more work on the core factiosn, or more work on the custimization aoptions. But, included inside the first option is the statement that this would mean taking out the race differences from the factions. In fact, this is a bit extreme, since if we chose to go for option 1 and give less emphasis to the player to customize races, and at the
[quote]I think it's a time factor Gorgon. Indirectly Frogboy DID ask a Question. He said "Should we use our resources for This or for That?". As we all know there is only so long a time that the game will be in developement. They won't stretch it out and on and on and on once they think the game is ready, regardless of what the forum crowd says. Frogboy already has a "limited date" in his mind which he talked about a few weeks ago. Something about the game has to come out by one quarter or an
I am all for as much race customization as possible, but the way I see it, if Elemental goes this way I think we'll be disappointed. The problem is that a "race editor" with "body parts"like building blocks will probably not make good-looking creatures. And it certainly not will make creatures made with "soul", that feels right, done with art skills and some class. I would hate if the races would be downgraded to a spore-like add-on in an editor which is not even included
What I find confusing - not to say hilarious - with this original post and the following discussion is that not one of us is able to say what SD actually is asking about. So the answers and comments are more a reflection of what's going on in the head of the responder (what he is dreaming about, although a reader cannot be sure what he actually means) than any clear answer to a question (and that goes for me as well of course ...) Maybe Frogboy just want
The current set up opens up for a lot of questions. After 3 developers posts on the subject (and now this one), people still seem confused about what the game is currently planned to be like and even more what is being discussed. I excuse myself if I am mistaken/oversimplify below (about life/death magic, good/evil ...), but in that case that would also indicate that the current set-up is so complex many players will never be able to even describe it. If you want to play a Kingdom (wi