Redwind85

Redwind85

Joined Last seen Member # 2718671
58 Posts 256 Replies 11,580 Reputation

indeed- this could work for other things - melee combat - like a warrior with a special ability "whirl wind attack" attacks everyone around him would cost 5 action points he needs to orient him self and position properly first. or making basic attacks cost 2 action points - heavy attacks 4 (less accurate more damage) - flurry attacks (wild fast attacks that cause little damage but good against weak wounded targets. and - Block - set off action points to increase do

9 Replies 15,201 Views

yeh i would rather have that all resourches are visible - and that techs unlock the potential to claim them and use them- like having to be able to mine you need that tech - then how about needing crystal mining to do it properly - and harvesting bees effectively - ochard plantations - etc etc

9 Replies 2,067 Views

please also look into the tactical animation lag that sometimes occurs ! - the last few patches has been giving me problems! https://forums.elementalgame.com/401859 - details - savegame - debug file good to know that the ultra super wolves are gone

47 Replies 127,528 Views

adding to this ! Ritual spells! - very high requirements in action points - but! more than one caster can assist on it! say a massive death bolt super ultra magic ray that even titans go "dang" over - unfortunately it requires 20 actions points to cast - so either the caster will be one touch hombre with good defences or he has two friends he has empowered to channel magic like himself - he casts the spell - and the others can then cast onto the first caster taking actio

9 Replies 15,201 Views

i like the direction that spells are taking - (using up all action points) though i have a idea that will really make the system awesome! I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain to fire off in one round - depending on the (difficulty) of the spell. Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to c

9 Replies 15,201 Views

I would suggest letting spells cost a certain amount of action points - even to the point of costing more than a regular hero can ever attain. Like a massive aoe spell that will hit every enemy (cost 7 action points) - the caster begins to cast first round - spending all 3 action points - the enemy approaches - he spendts another 3 action points - the enemy moves in and attacks him - he manages to survive the attacks - he spendts the last action point casting the spell -

66 Replies 132,910 Views

well buildings require population to function - properly hard for them to code that into current mechanics that if a city has no population the building ceases to function. i like the idea of this - but i have a simpler solution . Instead of the hassle of having a additional unit on the map (or even several!) allow cities to - divert - their prestige points to other locations. making people migrate to other locations requirements to this could be that the cities mus

4 Replies 4,957 Views

problem is that materials arent stored equally all around the cities - "logically" - but i would let that slip and endorse that storage facilities hold % of the total global stored and that can be captured. - but what if you have a storage of 1000 max on materials for instance- but you only have 2 currently - and a city is lost cuttign away 200 storage ? what then ? things could be implemented that if you take a city that has a metal mine / and the majo

16 Replies 5,657 Views

Diplomacy suggestions 1. Demand percentage income of (insert commodity here) 2. Dowry for marrying daughters 3. Technology trade (in this regard a faction with a higher ranking of tech in one field (civ for instance) can assist with a major boost in points - 25% of something of needed tech requirement 4. Spell trading 5. Lets make a supprise attack - attack in # of rounds vs # faction

79 Replies 186,640 Views

I am having major tactical lag problems when taking actions - bug post with savegame / debug file here https://forums.elementalgame.com/401859 this has only occured in the last few patch versions

66 Replies 132,910 Views

I only tried that once - 4 opponents - large map - 3 opponents where right up against me - and almost all resources on the map where located inside out zones or just outside - rest of the map was bare! - the last opponent only had his start resources and i had all the maps resourches with 5 cities total. though i havent seen this in the new v1.09s version

8 Replies 3,327 Views

this has always been there this "error" - i would also prefer that if you left the combat that it would still remain - this is the same with the darkling camp where you can pick (diplomacy is more my thing) it also vanishes . Though i can think of a reason that because you disturb the "spiders" they run off and the quest cant be done any more - and of course the armor is stuck to one of the spiders ...or something

4 Replies 25,813 Views

Hey there - i am having a serious problem since the last few patches - Tactical battles are incredibly laggy! but! only when i move / attack / cast spells with my own units! while the unit is performing its action the game crawls to a slow! and when it stops right back to normal speed!- when the computer enemy makes a move/action/etc nothing slows down (some of the times! - some units - perticularly bandits are slow - and when the units are fighting some of my units it also sl

1 Replies 4,186 Views

agreed - trading a daughter away should have a amount of coins depending on the factions power level that the daughter is leaving.

10 Replies 6,588 Views

When im still in progress of equipping leather armor and getting maces for my heroes - the enemy factions ALL have heavy plate armor / and the special magical weapons - !! 2 of them! the sword of wrath and the hammer (forget name) not one or two - but ALL their champions! this makes it impiossible to combat them since you might get one / two of their daughters in a dynasty trade including the weapons and armor - but still O.o this is on normal difficulty and i

17 Replies 10,646 Views

Agreed - Adding a max limit on your mana pending on how many shards you have - special buildings - and children!!! - the bigger the family line the better your mana pool increases o.o - now if you loose a child your mana is cut! - oh the horror!! i like the idea - the child idea might not work - but shards / special buildings yes!

16 Replies 5,657 Views

agreed! - fortify and forget (with a warning enemy near) - and also that disband should be pushed away instead of guard/fortify

9 Replies 4,717 Views

I was playing a game on 1.01q and after a while i came across a enemy hero with a WHOPPING 67 attack!!!!! - i looked at the other heroes and this occured with some other heroes but not all - they had 60+ attack power thought if that wasent bad enough - ALL of them had plate armor !!!! i had just gotten leather armor and shields!?! how is the ai able to get plate armor almost immidately in the game?!?!?! - the is litterally no way to stop them with that.

0 Replies 1,354 Views

i would like more options too - so you could really specialise your city things that come to mind are Materials Metal Mana (need a shard in city) Trade (amplifies the trade routes that hit this town - to make a trade hub!) Unit Production (a city that experts on building units) Defence bonus (increased defensive structures gives bonus to defence) Food bonus (this one i would say would be very powerfull) an

7 Replies 35,143 Views

The monster would tear them all to bits - their puny weapons are unable to affect this monster of monsters! looking at this with thwe peasants vs the knights - the knights would get wounded maybe - but would triumph against the peasants. if on the other hand there was a thing like overwhelming a foe knocking him to the ground then the peasants would cause major carnage vs the knights the monster would still be fine in that regard and gnash all the peasants.

40 Replies 17,454 Views