RooksBailey

RooksBailey

Joined Member # 3035223
25 Posts 305 Replies 26,880 Reputation

Which could make for all sorts of interesting repercussions. Perhaps inbred children have a higher chance of achieving some special ability...but at the cost of public opprobrium that might cause your cities to revolt.

16 Replies 54,557 Views

I definitely would like to see the custom coat of arms return. First, of course, SD needs to get dynasties working in a meaningful sense. But once that is done, then a custom coats of arms would be a really cool "immersion" element, doubly-so if they would also morph as families intermarry. Considering how cool SD made custom ship building work in GalCiv II, a similar creation system for coats of arms could rock in this game! The vassal system would make for an awesome exp

3 Replies 29,091 Views

This is a hot topic right now. The best way to address this is the most obvious: allow offspring to ascend to the throne. If there are no offspring, then the kingdom should either go neutral or have a NPC hero take over. This issue really needs to be addressed ASAP since it is hamstringing a crucial game mechanic (dynasties).

14 Replies 9,336 Views

[quote who="auboy105" reply="52" id="2748810"]Another desperate plead for Sovereign Death = Game Over Options! A solution for one of the biggest game gripes!!! I just always hated it in any game (AOW, MOM, ) that when you killed the enemy leader a whole enemy empire suddenly vanishes! Some sort of successor or heir takeover would be great!!! This would be a balance to using, risking, and losing a powerful leader is that the successor or heir wo

326 Replies 934,049 Views

I was going through some old posts regarding Elemental and found a bunch of ideas that didn't seem to make it into the game. These include: Intergrated Physics "In Elemental, what we're doing is actually giving each item its own heft with its own physics. The trick is to find a way to do this that still lets it run on lower end hardware so it has to be done smartly. At the same time, you want the guy with t

3 Replies 29,091 Views
Reply to Dynasties in War of Magic

I was thinking (always a risky proposition): maybe the immortality trait could be made as something that needs to be purchased during character creation? That way people who don't want immortality can spend the points elsewhere, while those who do can purchase it at the outset. To each his own while keeping it within the character creation process. Another possibility would be to make immortality a high level spell. This also has some merit as it would make imm

22 Replies 80,756 Views
Reply to Dynasties in War of Magic

[quote who="Mortenart" reply="9" id="2747395"]Perhaps a history tome could be written, of all the great achievements, battles, wars, births and deaths, usurpings and treacheries - like a good old Shakespeare play. This would give the game a great longevity, and write a different epic story each time that you played. [/quote] Ha! It's funny you mention that. I just watched Henry IV (part 1 & 2) and it made me think of this game. [e digicons]^_^[/e]

22 Replies 80,756 Views
Reply to Dynasties in War of Magic

[quote who="Twohawks" reply="2" id="2747071"]If something like this was to be added I would like to see it as a toggle option so we could play it either way.. irregardless it is an idea we have discussed (not complaining about re posting as like all good ideas many of us see it) and could add a nice twist to some games.. [/quote] A toggle option would be fine with me. I understand why sovs, especially the player's sov, were made immortal - that whole RPG element would go puff wh

22 Replies 80,756 Views
Reply to Dynasties in War of Magic

Hear, hear! I completely agree! Sovs need to die. It would make the game sooooo much more interesting for all the reasons you mention. As it is currently implemented, dynastic politics is artificially gimped for no good reason. Thanks for making a great post that succinctly summarizes what I've been feeling too.

22 Replies 80,756 Views

I just published a review here . I liked it and gave it an 8.0. I always wanted someone to take a crack at remaking Steel Panthers, and BA reminds me of just that. Definitely recommend it.

1 Replies 19,866 Views

Alright, I'll say it too: Great post! [e digicons]:D[/e] We definitely need random events (it's shocking that it's not in here already)! I love the idea of a Janusk choice. I was thinking having him pop up every game with tips is going to get stale fast. Your idea would remedy that.

20 Replies 67,133 Views

Unfortunately, right now tactical battles seem to be a work in progress. There's not a lot of depth to them at all. Since this seems to be one of the top three complaints, I am hopeful SD will address it ASAP. For me, I just mouse over the terrain to find any of those hidden/random terrain bonuses [e digicons]>:([/e] , position my units there and let the enemy come to me. Yeah...it's much too simple. [e digicons]:waaaa:[/e]

3 Replies 2,235 Views

[quote quoting="post"] 3) While it's all well and good that weapons, shields and so on have their own appearances, the "Appearance" interface is likely to be skipped over by many who would rather jump into the game. Those same people still might want to equip their sovereigns with weapons and armor, but they won't realize there's an option if that's buried in "Appearance." Plus, it seems that a lot of cosmetic changes are mutually exclusive with equipment. Want a sov

2 Replies 2,608 Views

Thanks for posting that! I never played MoM, so it's all new to me. The mention of random events had me thinking: GalCiv2 has great random events that could change the course of a game, not to mention the ability to react to some of them (such as uncovering sentient bugs [e digicons]^_^[/e] ). I am very surprised that this hasn't been carried over to Elemental! There are so many possibilities, from volcanoes, to plague, to poor harvests. We need random events

139 Replies 453,723 Views

1) Make tactical combat deep/interesting 2) Overhaul dynastic politics (children need to inherit the throne for ALL players) 3) Make city building/management more interesting

50 Replies 119,057 Views

[quote who="vieuxchat" reply="12" id="2742705"] Wounds are the way to go. But single unit and party unit can't have the same mechanics (if a 10 people unit is stunned, are they all stunned ? Or just some of them ?) Morale could be a per/unit basis and be a way to simulate loss of spirit, stunned units, etc... It would still lacking things like bleed but that would still be a major improvement.[/quote] That's a good point. Perhaps we need two systems? So if

15 Replies 59,723 Views

Definitely agree with this. Right now, lines of succession have almost no purpose that I can see. Why even mention it in the game if it has no real impact on gameplay? Not only should children take the crown upon the death of an AI's king, I want to be able to have my sov die and be replaced by an off-spring. I just do not like this idea that player's sov are immortal. It ruins an opportunity for some wonderful gameplay! Having your initial custom sov die

4 Replies 5,165 Views

I would also like to see more results beyond "hit" or "miss". What about "stunned", "knock unconscious for X turns", "parry a blow", "blood loss" etc. We need all sorts of different possible reactions beyond either a miss or -X HP. The animations and sounds need to be completely revamped, too. I want to hear swords hitting shields, or the clang of blade on blade. Battle cries, trumpeting horns (perhaps for a morale boost?), etc. As far as I am concerned,

15 Replies 59,723 Views

Agreed. Medieval: Total War handled this much better as a conquered city could always becomes rebellious and throw out the occupying units. We need to see the same dynamic. It would also be cool to have TW's option of either destroying, enslaving or simply occupying a city when it falls into your hands (researching how to destroy a city just doesn't make sense).

19 Replies 12,367 Views

I think this sounds like a good idea. It definitely would help to make the units more distinctive. Something needs to be tried - and fast! - because tactical battles and unit design have virtually no chrome at the moment to make them interesting. I think that free Dragon Age Origins flash game that came out some months ago had better tactical battles (and I'm being serious here). Certainly, Battle for Wesnoth does! [e digicons]>:([/e]

5 Replies 5,380 Views

[quote who="Khardis" reply="109" id="2731850"]Battlestations Pacific in particular is too arkady to be called a simulator though, and the multiplayer battles are FAR too similar to World In Conflict or just a FPS team deathmatch. However, the game works. Something similar in space would be nice. [/quote] Probably already mentioned, but Naumachia sounds like it is going to be BP in space. Unfortunately, it seems to be in a dev

135 Replies 555,986 Views

Great post. I have only invested a few hours into the game, but it became apparent quite early that cities were useless outside of resource generation and troop training. Once there is peace, my cities shift to neutral as they lose their purpose. [e digicons]:annoyed:[/e] Good stuff, exactly what I was clamoring for throughout Beta as far as making Elemental have a 'Living World.' The best description of this was from Stardock when the

8 Replies 36,007 Views

I think the OP made a solid post. Like others, I pretty much agree with all the points, especially the tactical battles. It is the only portion of the game that truly disappoints me. They just feel woefully bare and thoroughly uninteresting (its plays in a simplistic move-attack fashion like Chess...but without the deep tactics and strategy). The mechanics are unimaginative; the sounds lacking (where's the crashing shields?!? The clang of blades??) and the animat

76 Replies 321,112 Views