Two ideas that are related to each other. Usual disclaimers, sorry if already in or talked about. First, stored casting. The ability to cast a spell, and then hang on to it for later use. I was thinking that perhaps the channelers could create physical manifestations of the spell for a slightly higher cost, so that they can cast a spell, and then use it at a later point. Or they could give the item to a hero who could then use the spell. Kind of like magic wands that the channeler can
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this got a small discussion here https://forums.elementalgame.com/375504
While the idea says its possible for governors to be out adventuring, i don't think anyone would actually dare do that. If a hostile nation spotted a hero whos main focus is governorship instead of combat i am pretty sure they would put some serious effort into killing him since it would cripple his city. If a player has more then a few high level governors assassinated then it pretty much cripples his whole nation since there are fewer cities and each is more important. Giving a city
I understand the concern. I was thinking that zombies would be incredibly cheap, but at the same time, be weaker then even a peasant with a stick. When i said the elite units would wrech the zombies, i was think a KDR of 1000+. The only limit on how many zombies a hero can kill would be how tired his arm gets from swinging his sword. The real danger from the zombie horde would be the leaders. I would of saved big time on both money and magic by spaming the cheap zombie, so i can spend
Not meaning to nitpick but nasty traps? sounds like a job for more zombies. And if the artifact was so awesome it was worth nearly anything and was in a super-fortified building, i would have my channeler take the time to dismantle the defensive spells, then have my zombie work crews dismantle the building piece by piece till i can get the artifact. The only situation that i can think of, that would restrict the amount of force i can use, would be if someone had a hostage, but conside
Naw. Zombies can never be overpowered. One dude with a holy water mister can lolPWN hundreds of them, and any kind of elite unit would be able to totaly trash them. Zombies are numerous and scary, but they are slow and really stupid. Anyone with training and decent gear should be able to rip through them. Thier only real advantage IS thier numbers.
Thats kinda funny. I actually like them because a straight line isn't always the shortest path. It lets units move around in more ways, opens up tactics. I can see why that would be incredibly irritating though.
Its cool if there are small areas, but keep in mind that i intend to have a zombie army. I have no problem cramming them into a building like sardines and smothering the trolls to death in zombies, or just tearing down the building wholesale. If there is a reasonable excuse for why we can't bring our entire army along, then sure, i would love this, but i can't think of any situation that i can't solve by throwing more zombies at it.
1 unit per tile? thats gonna fail hard. How do we put multiple units on a city? can we mass large numbers of forces anywhere without taking 10 turns to get them all across a border? 1 unit per tile in a civ game would be a disaster.
This idea has gotten a few mentions before but hasn't really gotten any traction. While it is a great idea, and would be fun, it really does narrow down your focus. Why run around with a couple folks, when you have 10,000 soldiers waiting outside the village and an empire with over a billion citizens waiting on your every command? Small scale is nice, but it dosen't really feel right.
hexs are nice, but they can also be very irritating. TBH, i prefer squares in TBS. Hexs are good for tactical combat where the extra exposure is often very handy. For big empire builders, tiles are nicer even if your land does look a bit blocky.
Nothing makes a game funner then playing "Hide the farm" right at the end. For those of you who don't know, hide the farm is a time honored tradition in RTS games such as warcraft or starcraft where the losing player builds a very small, cheap building in an obscure spot which forces his opponent to find it in order to defeat him. Quite a fun game, assuming you are not the one searching.
Actually, iirc, the 300 was more like the 300 + 10,000 slave soldiers. And supply lines would be cool, but could also add a lot of complexity for little gain. If they can be implemented in a simple manner, then they would be great though.
Too true. If there is one strategy to win all the time, it simply becomes a matter of who can machine through the motions the fastest, which is great for high level competitive play, and horrible beyond words for things like fun.
Now that i think about it a bit more, i think i really do protect and use hotter units more. Was playing wesnoth and realized i had used all my male mages up as cannon fodder while my female mages went on to level 4 times and becomes Great Mages. All because the females have a slit in thier robes that shows off thier 4 pixel tall leg once they level up a few times. Oh ya.
So, basically, you want a spell that increases in effect as time goes by, kinda like if you cast, rugburnball, then sparkball, then fireball, then infernoball, then wtfhuegFLAMESball. Only all rolled into one spell. i follow. They should just toss in all these effects though, not just make dozens of different spells differ only on things like raw power or element, but have crazy other effects going off too. Would be fun.
That would be awesome. Assign a succubus to a hero. Keeps him loyal, and if he somehow fails to stay loyal, you can have the succubus pop his heart out while he sleeps. [e digicons]
elite zombies dosen't seem like it would be workable, but for the rest that would be pretty cool. Having divisions between the equivalent of coast gaurd and the navy seals would be good. Seals are super hard to make, expensive, but can lolpwn dozens of coast gaurd dudes.(no offense to the coast gaurd, but yall can't parachute into an ocean at night, slip onto the deck of a battle cruisers, and snipe multiple pirates over a mile away while on a moving boat.)
Ahh, i still remember, warax the chaos sorcerer, with 32 magic attack points. He could roflrape anything. Then i gave him 7 dark elf warlocks and preist for giggles. That stack killed everything on the surface world. Everything.
This would be great. Quests and rebellions and more heroes and every now and then your wife can get jealous and kill some of them out of spite. This would be one of the reasons to either go harem route or not pick a hero for wife.
Having custom item forging for your heroes is a standard of pretty much every fantasy TBS game ever. I am sure elemental will have it. And i am pretty confident that there will be at least some kind of magical weaponry for your regular troops. And zombie penguin cavalry > *
No, hes right. My arguments are less then the best. But then, while i like the idea of channeled spellcasting and the idea of having side effects and think they would be cool additions, i don't think there is an overwheleming reason to add them, and if they don't fit in, they should not be included. I would also prefer for all the flaws in the ideas to get picked apart now, rather then making it into the game and then the flaws are found. Offended? I appreciate having my arguments dis
Honestly, i think civ4 only had one bonus for actions, and it worked pretty well. The Magellan's Trip thing. First person to circumnavigate the globes gets +1 to ship movement. As long as your tech was not miles behind and you had at least 1 port city you can manage it. And the bonus really didn't effect much so it was more of a silly bragging point then a real bonus. Any bonus in game that relies on odd actions is likely to cause odd behavior in players and cause the players to skip the good
Naw, its a great reason. Whenever someone starts babbling about it being unrealistic that an elf can shoot arrows out of the air, i always get a huge laugh. Its an ELF!! Of course its unrealistic. Its a fantasy game, set it up however you want, change any rule you want, throw logic and sense out the window. As long as its fun, its all good. But i really do get your point though. The game should at least be internally consistent.
FfH2 is super sweet. It is better than the civ4 itself by far.