seanw3

seanw3

Joined Member # 2990919
182 Posts 5,819 Replies 1,616 Reputation

There are some videos you can watch of people playing the game. It is so rare that a new person is interested in Turn Based Strategy, most of us veterans are more than willing to help. Try these links. Let me know if you want more information about anything. https://forums.elementalgame.com/416322 This will give you an idea of how to set up your nation. Try starting with Verga or Relias. <a href="https://

16 Replies 19,882 Views

Cities should be destroyed by an invading force. The trick is to balance the game so that a large city can defend itself proportional to the level of infrastructure and number of citizens. Right now a large city has so few defenders that a rather weak unit can defeat the city and raze it. If the defenders are properly balanced, killing them would be the logical proof that razing is possible. In essence, I am happy with the current razing mechanic, I just think some balance to de

18 Replies 61,737 Views

I actually would love to have no information about an enemy city unless there is an espionage mechanic of some sort. Since I can be sure that won't happen for FE, I would rather have no info at all. I think being able to see everything in an enemy city is a product of still being in the early beta. We kind of need to see what is gooing on with the AI.

5 Replies 6,155 Views

IMHO this would be a large commitment to changing the core game. It would just take too much time to properly implement and would only be a small gain in immersion. I think scouts are better as trained units. they need to be able to move alot. Giving a hero a ton of move points is going to make heroes too powerful. Better to have a specialized trained unit for that.

5 Replies 6,155 Views

As good as you are as a CEO, the best thing to do is lock yourself in your office and only program the AI for FE. It is the only rational choice. [e digicons]:frogboy:[/e]

23 Replies 43,606 Views

For a game with this many threads and objects running in a single game, the most effective deterrent to loading is loss of data. Everytime you reload you risk losing little bits of information. You might get a Sov with only one move point, a building might disappear, your gold might all be gone. Even with years spent on developing the save game function, it will never get it right 100% of the time with a game that is this complicated. This is why I would rather keep my machine runni

21 Replies 22,817 Views

pslblog, How much do you know about how the game works? Your ideas might have the beginnings of a really good core mod. You could make some buildings that do different things with unrest for Empire and Kingdom. If you do make it into a mod, make sure the Empire's buildings have lots of denizens just lying around all day on their roofs in the blistering heat. So nice to see a soldier on the forums. [e digicons]:thumbsup:[/e]

59 Replies 152,524 Views

We all know Jon Shafer is working on a project for Stardock. Not totally off the wall that he would be working with Ironclad.

52 Replies 116,294 Views

[IMG]http://i1237.photobucket.com/albums/ff478/seanw3/soon-261116.jpg[/IMG]

12 Replies 26,772 Views

Not that your points are any less valid/interesting, but Tasunke... do you have the beta? Each soldier in a unit does in fact have his own hp. AoE currently gives damage per unit and then subtracts that number from the total health AFAIK. Your idea would actually have the same effect 90% of the time. Making AoE weaker in your way only works until someone gets 2 Fireshards. Then the other players are totally screwed because they can't kill with Fireballs. <

33 Replies 16,349 Views

Another way to fix the difference in price would be to have labor decrease the cost of purchased items. So a high production town would be able to produce a sword much more quickly and thus cheaper. It might even make those 3/4 cities worth a damn. Food is currently far more valuable. This would balance it nicely.

11 Replies 4,684 Views

@ calmon, The 4 guard bonus is only given to capitals. Every other city would have to provide its own defense. The point is to allow monsters to raze an undefended village, but not sack a capital and ruin the game. There should be consequences to not defending. At the same time, it is better game design to keep capitals in the game as long as possible. You don't wa

18 Replies 61,737 Views

I know some work has been done to fix these issues. Hope fixes to these things make an appearance in .78 next week.

9 Replies 24,014 Views