seanw3

seanw3

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

I don't know if you can hear me dev gods, but it would be really nice to get a sort of information tab as a scrollover function for the cartographer's table in the hero and creature section. I find myself wondering why a brigand mob only has one unit in it with 23hp instead of a mob of weaker units. I have no way of knowing what each creature or hero is without running a test to define and then rename each one. Also many of your creature have illogical names or mislead the

127 Replies 53,675 Views

I would like stardock to have the insanely high bedget and manpower of Civ 5 so that they could make the best game of all time. I consider Stardock's only problem to be lack of resources. I consider Civ 5's only problem to be lack of core Stardock team. Flame Here: [ ] [ &nbs

45 Replies 29,071 Views

You, sir, have captured the essence of this game. I congradulate you! You should put in some kind of joke about being able to travel back in time to fix dirre mistakes via the exit game and then load autosave ability. [e digicons]*_*[/e]

80 Replies 85,729 Views

[quote] I wouldn't classify this as broken. Probably 20/30% of the mid to late game goodie hut quests end up positioning the quest location in the influence of another AI, making it inaccessible short of war or non-aggression pact which is usually over-priced. Usually, you can build a city near rare resources without the goodie hut assist anyway .. with 30 cities on turn 100 I have pioneers all over the map, there's no need to waste 15 mana teleporting my sovereign &

62 Replies 165,323 Views

With Elemental you have to imagine each city tile as quantumly magnified relative to the rest of the map. Obviously the distance covered by one map tile is farther than walking across a city marketplace. This is where you imagine that your city is small but appears larger to attain the medieval cartographic aesthetic. It doesn't significantly nerf any strategy I have unless I choose to snake my cities for the benefit of warping the strategic map. I don't.

20 Replies 16,473 Views

I am thinking of doing away with bows in my next game. I don't use them. The AI randomly uses them and depending on the patch will be unstoppable or permanently gimped. If it ain't modable don't use it.

22 Replies 13,517 Views

Has anyone noticed that you can use teleport to get anywhere as long as you send a scout hero first? Just send a hero out until you find some really valuable land and then find the nearest quest that will open up a new goodie hut. After one turn the goodie hut appears as under your influence and then boom. You can port there with a pioneer in your party and take the resource heavy spot. Broken to the letter.

62 Replies 165,323 Views

Okay so someone should make and then test a special building that gives starting resources and negates the need for starting bonus resources. Any takers? I would still like to see one that provides defense for one's capital so that it is significantly more important than any random city, but I don't feel like making a building today.

36 Replies 102,336 Views

I just added mana regeneration to the leveling system so that 15 mana isn't hard to come by for specially leveled wizards that I have set to be my transporters. [e digicons]:ninja:[/e] Problem solved.

62 Replies 165,323 Views

The resources system is well thought out and balanced. I would agree that having a faction ability that gives what you people seem to have at each starting location (because I only play one massive map with well balanced resources) is an interesting solution to stop a rush tactic from being the only viable strategy. On the other hand, why not make cities harder to capture and just keep the resource system the way it is. City conquering should be harder but reap significant rewards.

36 Replies 102,336 Views

If you took a comprehensive poll of the community's ideas and the explicit method in which these ideas were posted and then cross referenced that with the final product, the analysis would undoubtedly change your mind. I have been posting here since the first of the year and every aspect of the game has been thuroughly thought out. The execution of these ideas is significantly different than the community's input. The bigggest problem for me has been engine based troubles that I expec

18 Replies 66,468 Views

Not to highjack the thread, but I find the close map more fun because I can get a panoramic view of the kingdom while doing something mundane like trying to get my units out of the damn invisiforests. Sometimes I build an outpost just to define where the edge of the forest is. [e digicons]:)[/e]

20 Replies 16,473 Views

I happen to have quit playing TA because the things I wanted to change about the game were hardcoded. I Bought this game because it is more flexible and therefore more fun to me. It is too bad you find this game unplayable. I don't really see a huge difference between this one and TA (refering to the general developement), other than the fact that I can change anything that bothers me about this one. Maybe when the expansion comes out you will give it another try.

18 Replies 66,468 Views

I am really not playing the same game as you guys so I guess I just don't know. In my version of Elemental I think food is number one followed by shards and then gold. Food can become gold. Gold can become materials and research. Materials and gold can do just about anything. Food is what allows you to not care what kind of starting position you have. The map is huge and purposefully distributed with a fair number of random nodes that make your start rather unimportant. The real challenge is

6 Replies 5,859 Views

There is a file that seems to govern hero leveling in the world folder. I believe it has data that does exactly what you suggested with getting more points at higher levels. It also gives a special ability point every 4 levels. Since there is no special ability tree and the leveling system now is 1 point for all levels, I would say this is work in progress. Maybe around say 1.5 we will see a change. Until then I suggest changing the coreunitstats file to give more hp for every point s

5 Replies 5,773 Views

I like the house fine but I would still like to maybe scale your design and use it as hut, I think house should have more like four of the treehouses and be much smaller. Nice work.

598 Replies 3,038,049 Views

I noticed that Ice Blast has a typo in its COREAbilities file. See below: Ice Blast This unit is able blast an enemy unit with ice, causing them to lose their next turn and take 5 damage. IceBolt.png&l

0 Replies 442 Views

It works to change the height and width but you will need to do this on a blank save and then add the appropriate xml to make it an tactical map. Pay attention to what type of land it is used for.

6 Replies 4,839 Views

Are you saying that you want teleport to scale with party size? Make it more powerful based on the caster's inteligence and number of air shards? Have multiple versions of it that can be researched that make it more useful? I think you may have something there.

62 Replies 165,323 Views

So can you put me down for Hut, House, and Barracks. I have some free time tomorrow and I think maybe a tree city like the great Ewoks of Endor could be fun to make. I had been considering doing something like the tree cities in the second book of Wheel of Time. I think either way I will make some mounted spiders to replace caravans.

598 Replies 3,038,049 Views