Bellack

Bellack

Joined Member # 2696418
20 Posts 1,367 Replies 12,130 Reputation

Well I like how CIV4 Orbis did Forts. Maybe Forts could be linked to opening supply lines for troops in enemy territory.

23 Replies 73,679 Views

[quote who="larrypeters" reply="6" id="2653955"]Having played plenty of CivIV games where the computer just makes gigantic stacks that you can't possibly defend everywhere against, I have to say I want limits in the game. That being said, I fully expect a "unit" of peasants to actually be like 50 peasants. Like in Total War games, the epicness is in how those units are displayed in tactical combat, which is really just graphical representations of the unit's hit points.<

78 Replies 165,546 Views

[quote who="Bill_Door" reply="1" id="2653258"]Why would only 20-30 people fit in one tile? It makes no sense! And tactical battles would be underwhelming and boring. The only size limit that woudl make snese would be 100,000+, and I seriously doubt we'll see armies that big. And really, one stack of 20-30 super heros with a dragons and a sovreign would equal game over. How are you supposed to fight a dragon with 20-30 peasants? It should take 3,00

78 Replies 165,546 Views

"On another topic, I'm still very worried about turns where one player has 4 big tactical combats and another player has no tactical combats. If waiting for 30 minutes happens too often, that's going to be a problem. I'm wondering if a timer could be implemented... like a chess clock. If time run out, either the grid stays locked in combat, or it is an auto-defeat." Age of Wonders:SM had a time setting you could set for the lenght of tactical battls. You could also choo

219 Replies 336,475 Views

[quote who="Tormy-" reply="177" id="2654248"] Quoting Sanati, reply 172 Quoting Tormy-, reply 169 This is a strategy game, isn't it? So is Ogre Battle and HoMM, you can't build any cities in those games. Not all strategy games have to be the same. Civilization and FfH are the games you play to build 50 cities, I was drawn to Elemental because they talked about how the game was based on building a much smalle

219 Replies 336,475 Views

[quote who="OsirisDawn" reply="170" id="2654186"] Quoting strager, reply 150 Quoting Valiant_Turtle, reply 146 Keep in mind that early cities are not a strong requirement for this game. The other day I started a game with a inventor hero and a 4-pack of adventurers by me. I recruited them all but didn't have enough $ left for a city (I'm not sure the game is getting the $ right on recruiting groups, I'm going to check next t

219 Replies 336,475 Views

[quote who="Xtropy" reply="158" id="2653862"] Quoting Zoe_E, reply 157 Not having food resources available is like being stuck on a continent completely covered in desert or ice in Civ4! Exactly. In a completely different game, Civ 4, you could be likewise handicapped if you were to start in the middle of the desert or on the middle of an ice sheet. It doesn't happen (by default) because the pre-packaged map generators don't allow

219 Replies 336,475 Views

[quote who="duke87" reply="143" id="2653758"] Quoting Xtropy, reply 141 This is indeed my point. Now the reward for carefully placing a city in a good spot will be infinitely higher than it was in the past. Specifically my point is, currently, gardens provide the exact function that you claim you are looking to avoid, they forgive non-careful play by giving people access to food without having to carefully place their cities. As

219 Replies 336,475 Views

[quote who="Recnelis2" reply="91" id="2653211"]Make sure you guys fix boat speeds. 1 movement per turn for a ship makes them completely useless. Ships should always move much faster than a walking human. [/quote] Each unit in the game should have thier own movement rates like in AOW:SM and if they do these should be able to be adjusted in the editor plus there should be skills/abilities and Spells that shoould affect this.

219 Replies 336,475 Views

[quote who="Sanati" reply="52" id="2652925"] Quoting Eldorad, reply 38 The problem with being allowed to garden spam is that it lets you build cities anywhere, which leads to city spam - we want to avoid this. The change makes rare resources more exiciiting, and should allow cities on rare resources to specialise - your bee hive city produces the food for your empire, whilst your iron ore city produces metal etc. This way 3-5 cities is the nor

219 Replies 336,475 Views

[quote who="Eldorad" reply="38" id="2652899"] Quoting Sanati, reply 18 I know you can't please everyone, but I'm disappointed in the city change. I think most of the complaints about the current system are from people who don't really understand the food system or aren't researching the housing upgrades. You only need like 10-12 villas to max a city right now, and gardens are optional if you just go out and look for food resources (one bee hive with a granary is 30

219 Replies 336,475 Views

Please put tool tips or even better when we mouse over a building or ability or spell give a DETAILED description of the item/building/ability/spell etc. And don't be vague as has happened in other games. I have had some people in these other games (usually MMO’s ) that give vague descriptions tell me that part of the fun is to figure out what these item/building/ability/spell etc, do. I don’t agree, I would prefer to play the game than experiment to find out what a basic ab

174 Replies 509,584 Views

[quote who="Cauldyth" reply="7" id="2542389"] Well, first, we didn't want city spam. Thus, we created a system where building a smaller number of larger, older cities is rewarded. Indeed, crafting a good city is going to be a continual series of trade-offs rather than a forever-growing list of improvements. Those are two great starts. I'm tired of games where "every city has every improvement," and I'm equally tired of

157 Replies 495,279 Views

[quote who="lavabeing" reply="45" id="2647273"] Quoting Frogboy, reply 41 Quoting Grove12345, reply 40good to hear. so the stack thing again.. if i have archers in my army with my foot soldiers. Does that mean my archers will shoot first b4 my infantry is engaged or does it just combine attack points? I guess if its supposed to turn into a turn based strategy battle it means each unit will fight individualy, archers

157 Replies 432,507 Views

[quote who="Zaisha" reply="61" id="2640049"] Quoting blk_sheep2004, reply 60 Quoting Saije, reply 56 I hate the way business works... I want to live out in the jungle. It seems ridiculous to have to pay a retail store to sell and make profit on your stuff. That would be like tipping your tax collector. I prefer living in a small world, by myself... Without annoying fools around that I have the urge to kill. <b

89 Replies 146,958 Views

Please allow the AI to intelligently use navel units as well as navel transports. In AOW:SM this is the one problem that I have with it. It does not use Naval transports very well at all. So making an Island hopping map is only good for multiplay because the AI will stay on its island and never send settlers or troops to other islands unless it ha

89 Replies 146,958 Views

Well just like in games like AOW this should be an option to limit the turn times. I personally hate RTS games (with the exception of the Total War and Homeworld series) and prefer that if there is any mechanic that resembles RTS which time limits would be one, could be an option. One I would never use and I do play with up to 8 players and it really does not take a lot of time in my experience. Now the simultaneous turns that AOW has would be nice as long as it too is an option.

469 Replies 1,483,628 Views

[quote who="AceQ" reply="87" id="2630155"]I've been around the block just long enough to have played many of these concepts out, as part of the game itself or just part of friendly agreement in any given TBS based multiplayer game throughout the years. It's really nice to see a developer taking these things into account. WINNER. TAKE. ALL. It looks as if most people haven't played large multiplayer tbs games online. WTA needs to be in for multiplay only.

469 Replies 1,483,628 Views

As far as the retreating mechanic the Total War series does this well. You flee to the edge of the map and hope the enemy does not catch up and cut you down. Now they have a slider that can be adjusted at any time to speed this up so that it won't take too long. Also with this method you can turn and attack a pursuing unit to by time for the other fleeing units. Yes they take a hit on moral but they are still alive at the end. Battle never get tedious or seem to long (I prefer lon

469 Replies 1,483,628 Views

Random vs. Crafted maps - I'm for the random maps to reflect the actual terrain that you’re actually fighting on the big map. But there also should be crafted maps for certain areas as well and these should also be created by the players/modders in a USER FRIENDLY manner (no having to download a bunch of programs just to mod the map. or and please don't make the editor a pain to use like a lot of games do, User Friendly is the key) For example lets say I create the Middle Earth

469 Replies 1,483,628 Views

As far as Controlling the length of a tactical battle goes I would have it as an option. I perfer no time limit and people I would play would also perfer to play with no time limit in MP or SP but I realize that some people like the game to only last 5 minutes so an option would be best that is set up by the host. But please allow an option for no time limit. I perfer to have the battle end when it ends

469 Replies 1,483,628 Views

[quote who="VicenteC" reply="42" id="2624984"] Quoting CPCvwr, reply 41 The P&P rpg Birthright could be a good inspiration fot Elemental, i think : http://www.birthright.net/brwiki/index.php/Main_Page Birthright is the most awesome setting ever published for AD&D The mix of RPG and realm ruling was great, a pitty it doesn't have many chances of been revived again [/quote] While it was not my favorite D&D setting (Krynn was

152 Replies 252,860 Views

I have a question, Well we still be able to control our heros/adventurers in the game or will they just be run by the AI? For example in AOW:SM the player is actully the leader of his empire and usally you don't leave your capital city to adventure unless you really wanted too but the down side to this is that if your not in a city with a mage tower then you cannot cast spell throughout your whole kingdom. So you use your heros and armies of coarse to run around for you. I would hope

152 Replies 252,860 Views