Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[quote who="Wizard1200" reply="92" id="2771844"] I think the attack should be called damage and the defense should be called resistance, too. The damage could be the same as in version 1.07 if the damage of mid and late weapons is lower. The resistance should reduce the damage by a fixed amount and if the damage is lower than the resistance there should be a "Resisted" on the screen. With these changes the combat will be more tactical and the HP will be more important, but the

140 Replies 327,032 Views

[quote who="Raven X" reply="3" id="2771286"] You wouldn't be moving hundreds of men individually. You'd give orders to "Units" or "Groups" just like you do now, except those units/groups would have Far More Men in them than they have now. Aside from that it wouldn't change aside from maybe some animations so it looks like groups of units are fighting between turns. This is Highly Doable in a Turn Based Environment. Please though, lets keep discussions in the other thread on Ep

420 Replies 1,127,714 Views

[quote who="Tridus" reply="3" id="2770727"]There's been a number of ideas suggested. Everything from changing the roll distribution towards something more normalized (ie: 2d5 instead of 1d10 for a 10 attack) to introducing a To-Hit stat and roll (dodge already exists) and using attack/defense just for damage, to what I still favor in removing the defense roll entirely and instead have defense act as damage mitigation that reduces the attacker's Attack stat and thus lowers incoming damage whil

140 Replies 327,032 Views

[quote who="Robert Hentschke" reply="5" id="2770070"]Mostly - WOM is not intended to be played with more than 5-6 cities. This is quite obvious when you look at the city list screen. There isn't one? Well, that's my point. There is no way to get an overview about which of your 60 cities is producing metal, which are putting out gold... All you have is that one scrolling bar which is scrolling erratically, too, because a part of the icons blocks mousewheel operation.[/quot

145 Replies 84,305 Views

[quote who="Twohawks" reply="4" id="2769995"] In beta 3 they were only needed to found the first city and there was no fertile land required for farms .. You could build a farm in each city.. fretiland gave farming aboost was all.. so this did not eliminate city spam..[/quote] Oh ok, but i think random_targets idea sounds very good: [quote who="random_target" reply="5" id="2769997"]An alternative option: Only the channelers can turn a land to a fertile land (either

16 Replies 59,797 Views

[quote who="jutetrea" reply="2" id="2769984"]Wants to go back to the glory days when channelers were needed to found a city![/quote] Yep, i think that would be a great solution for the city spam problem and it would fit to the lore.

16 Replies 59,797 Views

[quote who="Droghar" reply="39" id="2769836"]lots of good thoughts here, one point on #1 - do we need so many pieces of armour? apart from causing balance difficulties, it seems a complete waste. One slot body armour, one slot shield is all that's needed. We can get rid of greaves/helmets etc. [/quote] I think that is a great idea, because if you have enough gildar you buy always all parts of an armor, but the helmet should be seperate for cosmetic reasons.

50 Replies 29,755 Views

[quote quoting="post"] 1. Drastic shifts in numbers This impacts many areas within Elemental. Take as an example the weapons listed as 'Blunt': Gnarled club +2 attack Axe +6 attack Mace +12 attack War Hammer &

50 Replies 29,755 Views

[quote who="the Gorgon" reply="10" id="2768414"]Don't really know what you're after but as for magic: - Necromancy, creating undead. Vampires. Turning your sovereign into a lich. (some of this about to be modded already) - Rituals demanding several turns of uninterrupted casting, with truly global results, e.g. wrath of the (sovereign), meaning a chance for a rain of fire over all enemies at war, on the cloth map, each round ... Breaking the Law of Life: for the next 50

154 Replies 397,260 Views

[quote who="Jingseng" reply="1" id="2767757"] Agriculture - settlement produces more food Commerce - Settlement gains 1 additional caravan per specialization and/or gains additional income from trade caravans Tourism - Settlement produces increased diplomatic capital and/or units regain health and essence at increased rates while resting in settlement Industrious - settlement produces increased harvested resources. Does NOT incl

6 Replies 34,113 Views

[quote who="Nack210" reply="10" id="2767577"]- All units behave the same regardless of their equipment. Spearmen act the same way as swordsmen, macemen, and even cavalry. The only difference is the damage they inflict, and how much they can move. Spearmen aren't better against cavalry, cavalry is just a faster unit, no charge hability or anything of the like, etc. This means you can just make 1 type of units with high attack and high defense and just spam the hell out of it. Attach some skill

57 Replies 110,140 Views

[quote who="Sethai" reply="6" id="2767003"]i think it's shameful that hp are linked entirely to con, with no level based bonuses. CON should provide a % bonus to base hp tied to level. currently even a well defended sov can be killed with one or two well placed attack spells. it doesn't help that the equipment in the shop makes it more expensive to equip my sov than it is to recruit a squad of troops with equal equipment. i honestly don't understand how anyone makes an effective combat sov. t

10 Replies 12,389 Views

I think a melee hero is very powerful with version 1.07, because every unit of a group makes an attack roll and the result is compared to the defense roll of the hero. It is no problem to start with 15 Dexterity and 15 Strength. This makes the equipment of the hero more effective than the equipment of a group and the player needs only gildar to buy the equipment of the hero. The only problem is a lucky attack when the enemy has a high attack roll and the hero a low defense roll. A hig

10 Replies 12,389 Views

I think Disciples 2 Rise of the Elves is great, because you have many different races and units. I hope Elemental will have the same global mana pool with patch 1.1 and Stardock could learn many things from the unit design of Disciples 2 (special attacks, interesting spells, heroes gain feats when they reach a higher level, powerful loot from exploring ruins, thiefs with many abilities (assassinate, spy, cause riot, poison)).

276 Replies 675,968 Views

I think that is a great idea and that is the way all tech trees should work. An example how the other tech trees could look like: - Adventuring should be the only way to get equipment for the Sovereign and the Champions. - Warfare should be the only way to get equipment for units. - Magic should be the only way to get summoned creatures (this will be the case if the spell books are moved). - Diplomacy should be the only way to get special units (spy, thief).</p

4 Replies 31,999 Views

[quote who="hannahb" reply="6" id="2760153"]While you are busy checking into the weapons balance ... Think a little more about weapon type and armor type. This is an area of the game that is really weak. When you get down to it there is not much variation. You have really boiled it down to two types; ranged and melee. These two attack types have a number associated with them and the bigger it gets, well it just gets bigger. This would be great IF and o

28 Replies 124,780 Views

[quote who="mharmless" reply="179" id="2756717"] I see the point you are going for, but I think we're using different assumptions. My assumptions are 1) There will still only be one channeler initially, the sovereign. 2) That by some means the sovereign can designate additional channelers. 3) That as a consequence of boolean essence, the sovereign no longer takes a personal penalty for spreading his essence as his essence is still 'true'. 4) Th

265 Replies 681,566 Views

[quote who="LDiCesare" reply="160" id="2756460"] The problem is if the change to spellbooks is made now, it will be pointless because NOONE in their right mind will ever research them, since it would only delay you from researching military which is what wins the game. The spells and spellcasting should be made interesting first and only then the balance of how you get them should be tackled. Frogboy is trying to make too many changes at once, and will be unable to see which e

265 Replies 681,566 Views

[quote who="LDiCesare" reply="140" id="2756297"] If you want to get the elemental books out of character creation, which I think is a very bad idea, you might as well get rid of them totally and only allow research of an elemental spell if you control the corresponding shard. However, I strongly advise making the exact opposite move: Increase the cost of spellbooks (each books worth 10 for instance) to force players to make a choice at character creation. Otherwise the game will stay bla

265 Replies 681,566 Views

[quote who="Aerion Istari" reply="129" id="2756198"] I agree the magic system needs some work, but you're throwing the baby out with the bath water. I'd say taking the spell books out of character creation is going in the exactly WRONG direction. If anything, they need to be more expensive to pick. Right now, there is little incentive not to pick all of them and that destroys flavor and uniqueness. Players need to be limited to picking 1-2 books generally with the

265 Replies 681,566 Views

The death of a Sovereign should not kill the AI player, because one lucky attack can kill an enemy that is much stronger than the player. - After the death in friendly or neutral territory a Sovereign should be teleported to the next city with 1 HP and 1 Mana. - After the death in enemy territory a Sovereign should be teleported to the next city with 1 HP and 1 Mana after 10 turns. <p

265 Replies 681,566 Views

The performance is very good and the groups (party, squad, company) are better balanced with 1.07, but the death of a Sovereign should not kill the AI player, because one lucky attack can kill an enemy that is much stronger than the player. - After the death in friendly or neutral territory a Sovereign should be teleported back to the next city with 1 HP and 1 Mana. - After the death in enemy territory a Sovereign should be teleported back to the next city with 1 HP and 1 Mana

186 Replies 344,045 Views

Thank you very much for the upcoming changes and the amazing communication. I think the Diplomacy, Adventuring and Magic tech trees should be improved, because currently the Civilisation and Warfare tech trees are more powerful. This results in boring games, because the AI researches every tree and the player can concentrate on Civilisation and Warfare to build very powerful armies early in the game. Currently all my games work this way (standard game, hard world setting, medium map,

326 Replies 933,669 Views

[quote who="VermillionChaos" reply="127" id="2743458"] And last... no i don't need d2/wows lame equipment pane. A better UI and definitely 2 rings/1 ammy are musts, but frankly, the whole hack/slash/action genre has been using that same weak UI forever now.[/quote] I think the equipment restrictions of D2 are very good, but in Elemental a Sovereign or a Champion should only be able to wear one magic item of every type (ring, amulett) and the Magic tech tree should enable th

150 Replies 497,875 Views

[quote who="Rabenhoff" reply="120" id="2743174"] MISSILE UNITS Lets face it. Long range units seem to be pointless right now. Bows are some way into the warfare tech tree and thus only available at a point where most units already have a higher defense rating than bows have max. damage. Three or six damage are nothing at this point of the game, when comparable melee weapons do 12 to 25 damage already. And their is also no further improvement on bows or crossbows (which are mis

150 Replies 497,875 Views