mrakomo

mrakomo

Joined Member # 2864412
16 Posts 253 Replies 8,650 Reputation

[quote]ust because a civ has iron doesn't mean he'll rush you with swordsmen.[/quote] Well, this system actually allows it. You just have not to buy some lesser spell and wait for the shard. Then release your mana and you have a powerful spell.

93 Replies 24,387 Views

Well, I don't like this system. You can choose from all spells, that actually means: in all games the player will have the same or nearly the same spells. Perhaps on a small map the shards can randomize it a bit (missing color of the shards), but on big maps the shards won't limit it at all. So the player allways chooses his favourit (= strongest) spell. Fragile allegiance was similar and I disliked the system. I hoped the spell research would be somewhat dependent on the gene

93 Replies 24,387 Views

[quote who="VivaGabe" reply="19" id="2501960"]I think a cool idea for a victory condition would be to complete a luxurious palace. Pieces and artifacts can be spread throughout the map that can be used to complete the palace. Just a thought.[/quote] This would not work. If all factions would try this quest, you will not be able to achieve it, unless you conquer them all. And this type of victory is already in the game.

25 Replies 87,935 Views

Well, I think it would be good, if also general units may explore the dungeons. Think about that: - We found an underground labyrinth, sir. - Good! Send someone to explore it! - Well, but sir, it may be dangerous. - The labyrinths are allways dangerous. Find someone, that is clever enough to survive it . - But sir, no one in our army can... Some hero, perhaps, but.... And there may be pits and traps and monsters! - How dare are you servant! Send

101 Replies 269,557 Views

[quote]They are obvious, so you should be able to correct them[/quote] You are right, but it would be better, if you are more specific the next time and more polite too. Some of us are not native English speakers. So even if someone is as brilliant as I am, he/she may have problems with the spelling or the syntax.

101 Replies 269,557 Views

Well in Baldur's gate or NWN 1 one color of your equipment was customizable. You can change this color (there is an apply color item in the game) and as a result the important part of the item changes the color (some color on the texture is replaced by the customized color, while the other parts remain as they were (jewellery etc.)).

1 Replies 5,020 Views

Caping the amount of units (hard-coded value) is not a good idea. The hard cap defines the strategy to "build only the strongest units". However, there is a limit the hardware can handle (and let us not forget the player, he can handle even less than the hardware). In GC2 there was no cap on planet population, but the planets with huge population were problematic. It worked just fine. I think it shall be the similar in the Elemental logistics: do you have too many units on the sin

27 Replies 34,516 Views

I would like to see a possibility to build a statue or a monument to victorious hero after some quests. I loved this in Baldur's gate 2. Such monument would be a part of the city city. The small monument/statue would bring (one ore more of the things randomly selected): increase in the happiness in the city, increase in prestige, increase the income. The small monument takes one tile and cost money and perhaps some other resources (stone). The large monument should have higher bon

101 Replies 269,557 Views
Reply to City Building in WOM Ideas

Well, you may queue the buildings. So it is not as terrible as you think. But if you assign their production, you can not change theirs order. But I don't afraid. It is so obvious it will be changed.

28 Replies 98,436 Views

One more quest/event: ruler / hero / heir asassination. An asassin (or a group of asassins) sucessfully snaked around the army and attacks your hero/channeler/heir. The battle will be fought. Only heroes and/or channeler and/or heir engage the combat even if it they are surrounded by an army. It may be nice, if you can hire someone to do it to your enemy from time to time.

176 Replies 646,726 Views

red1939: good post, but be careful with the limits. "Complete the mission in no more than turns!" is a bad thing. The time limit suffitient on a tiny map may not be suffitient in the case of huge maps. Even if you are strong enough, your units may simply not be fast enough to reach the target location, because on the small map it was six squares from you, but 200 squares on the big map. The same reason there shall not be "turn limit" for start of the quest. You si

176 Replies 646,726 Views

Quest: Research technology XY! The technology may or may not be in the general tree and may or may not be useful for the game. Typical use can be seen in Master of Orion - find a cure for a disease, the sun is going to become a supernova, unless you don't spend enough research points. Something like that with the magic. Example of non useful technology: you have met an old man with a pointy hat. He promised to give to you his magical staff, if you invent "remember what I had for lunch

176 Replies 646,726 Views

O, my lord, a terrible dragon is in the mountains. He demands you daughter. - This is dire news indeed. Let us hire some adventures, that would kill him. (- gold, +/- prestige, if the company does (not) succeed) - Let us give him the daughter. She is quarrelsome (+ prestige, dragon/demon disappears) - How dare, I will kill him myself (dragon becomes neutral unit that attacks on sight, if killed +prestige and the loot) - Let us give the dragon something else (gold, resourc

176 Replies 646,726 Views

I like the idea of traits and weaknesses, but I dislike the suggested DND-like attributies (strength, IQ...). They work very well in DND, because all creatures and NPCs have them. In Elemental however no unit has them. So why the channeler? He shall have the same attributies as all other units + some traits, bonuses etc, that are special to channelers and heroes.

74 Replies 232,337 Views

- don't see the possibility the channeler with some special "property" can grant a skill to units he accompanies: eg. - lesser swimming - the ability to pass water as if the unit was on a ship. If the unit is attacked, it is considered to be dead (drown) - swimming - the same as above, but units can fight - flying - units are considered to by "flying" - resistence of type - various resistences to spells and spell like effects - element mastery - t

47 Replies 154,761 Views

My channeler got stuck in one place. He stopped moving. He is selectable by clicking on him, but his actual position is supposed to be in the middle of his vision area. Unfortunately I cannot add the savegame, because due to the delete game bug I am not able save the game at all.

2 Replies 856 Views
Reply to City Building in WOM Ideas

[quote]An estate that only houses 2 citizens?[/quote] I think this number is good. The number of people in the city is the usable workforce. There are servants and some support personel in the mantion, but they are employed there and so you can not use them for other purposes.

28 Replies 98,436 Views
Reply to City Building in WOM Ideas

There is one more good question: what is the prestige good for? At this moment the high prestige has no value. It increases the speed people move to the city, but this number is very limited anyway. However, the overall prestige is the good candidate to influence the diplomacy. One more idea: cities have the level. What if the housing at 1-st level may accomodate 10 people, at 2-nd level fifteen people etc. If you want to achieve the next level, you should allway

28 Replies 98,436 Views
Reply to City Building in WOM Ideas

There is a possible solution (with "as is") type of housing. I don't like it as zones, but it might work too. At the beginning better housing = more people, but buildings with reputation can accomodate less people. The finest estates should accomodate only few people, but have the highest prestige.

28 Replies 98,436 Views
Reply to City Building in WOM Ideas

Automatic build of the housing would be nice. The system that is now has some drawbacks: first, you build simple huts, because you can not build anything else. However if you have better housing options later, the best thing is to build the best housing you have and nothing else. And if you build simple housing first to achieve the high population (to speed production of better housing), it requires a lot of micromanagement. I think better approach is Caesar III style adjusted to

28 Replies 98,436 Views

Yes, automatic stop is great thing: no action, unit near death, unit dead. Will there be fog of war in tactical battle (like in UFO)?

34 Replies 70,824 Views