Wylaryzel

Wylaryzel

Joined Member # 3053846
13 Posts 126 Replies 576 Reputation

After the start I play most of the time in cloth map level - only for upgrading cities or if I see new monster roaming around I view in 3D. The reason is, that most of the time the treasures or other things are easier to identify on the cloth map than in 3D (and I may be a bit old-school :-)

26 Replies 19,893 Views

For armies the payment towards population was already done during recruitment. As soon as they are recruited, the don't count in the city anymore. I agree that the has to be somehow self-explaining showing 'free' population which can be used for new improvements / army recruitment and already blocked population. But this should be rather easy in dividing the pop bar of the city in two different colors. With the negative prestige: tbh, I never faced this issue till now, t

50 Replies 142,885 Views

currently there is no mechanism in the game for people leaving, dying etc. Therefore I would suggest, if someone builds an improvement the needed amount of population is blocked for the recruitment. This would give the player the need to consider adding additional improvements or save some pop for armies.

50 Replies 142,885 Views

Currently the city screen talks about population not about 'military manpower'. And I think with needed population in small numbers for the improvement there is an certain level of thinking what to do and a natural limit to the number of improvements without the need for a hardcap on city tiles without adding real micro-management. Only an additional resource which you have to care about :-)

3 Replies 4,829 Views

I came across here later, I posted some idea's how to have an additional challenge or soft cap on the cities posted here: https://forums.elementalgame.com/389061

50 Replies 142,885 Views

I didn't read throughout all the different posts, but I think the easiest way to stay true with the stats that we have in the current build and still get several options to align is as posted already some pages ago: * Armor and cavalary will modify the total amount of AP * Weapon choice will be related to the amount of AP a strike, shoot, casting will cost (e.g. high level staff or book could for example reduce the casting cost by -0.5 AP) * Spells should cost 1/10 of

469 Replies 1,482,922 Views

Yesterday, I had time to play around again :-) This time, I tried to adapt my playstyle in that way it was thought to be played (or at least, how I understood). This differs a bit to my own way of playstyle - feedback on topics which I don't find natural I had expressed already earlier on :-) But one part I struggeled was the perception about the population of towns/villages. I created my kingdom and had a small little place as a foundation for my first city.I think you start with a p

3 Replies 4,829 Views

As posted some time ago, if E:WoM would support a language file as it is common in alot of webtoolkits (i.e. seperated from the other files), it should be more easily doable :-) I would be available for a german translation :-)

8 Replies 6,516 Views

Hiho, this thread is mainly aimed @ Frogboy :-) As far as I have understood the game is highly moddable :-) Which is good for us. But how about the AI I know that you have fun [e digicons]:X[/e] with the A.I. . There are so many different aspects of the game (Warband, Adventure, Magic, Research, etc) how will the AI react on heavy modification from the original game. Is it possible during modding to adapt the AI as a modder as well? Or is it hard-coded and how much support a

3 Replies 4,890 Views

I too follow the beta progress and knowing the effort Stardock is putting into their games still after release as well as the mature and friendly community here, it was clear for me to reorder. The beta was only a nice side-effect :-) I have my concerns about the release in August as well, but on the other side the game is on a good track and the team at Stardock shows really big progress that a release is February next year would be unfair to far away. currently I see the fir

30 Replies 18,609 Views

Sorry to be the bad guy, but I think we are driving away from idea's of improvement for the current system in Elemantal to a philosophical act. As stated by myself, if we would really try to capture what is affecting which part of a nation we would be in a full blown simulation similar to what Paradox tries to achieve :-)

18 Replies 14,133 Views

New day, new ideas/thoughts. Some idea's on avoiding city spam are located here: Topic * Fog of War / Influence / Watch Towers: I don't know if this is currently a bug or not. But the Fog of war hides areas within my influence from the cities. If this indended, I would suggest that there is an additional option to free the Watchtowers from the City improvem

1 Replies 784 Views

I agree with Goa. There were various reasons in the past why some nations were outstanding in research compared to others. To put that into a game like Elemental you are ending up very soon into a Sim-Style gameplay which should not - at least in the beginning and without mods - be the the core basics of the game. Nevertheless, I really like the general approach of Sareln. Having the need of additional buildings to support larger empires would have several benefits: * Ad

18 Replies 14,133 Views

I can only speak for myself: Currently it gets very costly if you try to build a lot of cities by your own. If you have a decent income because you were lucky and have a good amount of gold mines this is not an issue and gives you an advantage towards player which were not so lucky. Secondly, if you conquer others cities you don't have any downfall and get more and more cities. Both supports city spamming which normally everyone don't want to have. With my propo

18 Replies 14,133 Views

Seriously, I was thinking of a similar mechanic by myself. I would suggest the following changes: Pioneer's should already cost guildar to build them (or the pioneer pack) - this would reduce the uncertainity of how much the new cities costs. Additionally, I would suggest to have them as fixed costs. As a caveat on the opposite way, I would suggest as mentioned above to introduce a maintenance fee for the cities. But going beyond the OP I would suggest to have TechLeve

18 Replies 14,133 Views

I don't think that upgrading adds value to the gameplay/fun. I like how it is done currently. You have to invest research time / points into the upgrade. This is already the decision. If you would have to upgrade the individuel improvements afterwards it adds micromanagement but not excitement in my opinion.

20 Replies 54,005 Views

First off all, I want really to emphaze that with the current build I see the game more and more a game. Nevertheless, there are still some sort of show-stoppers that will differentiate between a good game and a suprior game: * Adventure locations: As mentioned by others already, they are plobbing out like crazy. Especially, ruins or other ancient locations are created all the time. This is something that feels not natural. I think everything that's not sort of

1 Replies 784 Views

I think there are currently two problems within the game regarding pacing: * Hosten's Library: After found out what it does and how it influence the research, I think the first few turns everyone will try to get to education as soon as possible and build Hosten's library. This provides a +8 to research. Compared to the beginning research pool this is by far to much. * Starting to research: the beginning levels for breakthroughts are to high if you don't get to Hosten's Library

20 Replies 54,005 Views

One reason to preorder was the ability to heavily mod Elemental. Normally, I play games to a certain period (depends on the game a story how long) and afterwards I look into the mechanics behind and thinking what could be improvement or made differently. The more option to mod, the longer I stay with the game - to such an extent that I only play the game to make modifications and not actually play the game anymore. What you are going to provide with Elemental is not only a Sandbox Strategygam

30 Replies 14,311 Views

Next part: Another idea I was wondering while playing: Currently the cloth map supports figurines for the units. Would it be possible to add a number in the base of the figurine telling the number of movements left or is this already to late in the development? With this it may would be easier to identify units with movements left? BR Wyl

2 Replies 5,092 Views

Hiho, as with the recent Beta3 I only had limited possibility to test 'cause of the CTD after a few rounds (using Win7). After changing to WinXP-Compatibility mode I had the chance to play a bit longer (I will issue a bug report later on). Now to my feedback and some suggestions: Housing: I have to admit, that the current system with gardens, and s

2 Replies 5,092 Views

I don't agree that costs alone should be a reason to divide your research power into different trees. The higher the costs are for a tree in the end, the more powerfull the breakthrough has to be. Otherwise everybody would divide his research into even 4 tree's.. and afterwards there is no real difference anymore in the playstyle. I'm more interested to see battles where someone is focusing into magic where to counterpart is focusing on war :-)

84 Replies 303,181 Views