Hound

Hound

Joined Member # 3087929
18 Posts 153 Replies 1,516 Reputation

Out of the pre-made Sovereigns, only one is something of a traditional Wizard. The rest are more warrior type with backgrounds like Miner or Thief. Now having a warrior sovereign is cool but I have to wonder.. The title of the game is War of Magic. In the beginning the Sovereign is already a powerful channeler with the ability to bring life back into the barren land. Does not sound like a small feat by a longshot. With that kind of power I would expect them to have othe

9 Replies 1,940 Views

The art style, lore and factions of the Disciples series are just outstanding. Game mechanics are a bit on the simple side but there's enough to keep it interesting and the heroes are cool. Definitely gonna try that out. I was secretly hoping Elemental would be the game that would combine the best parts of Disciples (art, lore), MoM (game mechanics) and AoW:SM (tactical battles) but it seems it will be more like MoM with lots of gardens. :)

20 Replies 75,442 Views

I like city building too and specializing my cities for different purposes. What I don't like is being forced to build mandatory buildings on repeat that involve no choice. The only way the current house/garden juggling minigame would make any sense would be to have the option of building a fortress without a big population and get benefits from it. And even so getting your population up should be far more simple.

55 Replies 8,710 Views

Concerning Sins.. In Sins I never let my buildings be placed automatically because placement matters in Sins. You can bundle up some structures then surround them with defenses and repair bays. In Elemental there are no turrets or repair bays so tactical placement is unimportant. Something I would like to see from Sins are the clean and functional research trees.

85 Replies 294,254 Views

I think there should be a population cap in the world that would effectively limit city sizes and discourage city spamming. A population cap would also make it more of a competition to raise prestige and get the people to come to your city instead of an enemy city. I would also like to see people migrate away from your city if there is another city with higher prestige. Imagine the joy of casting a Plague spell on an enemy city to lower their prestige and get

55 Replies 8,710 Views

After playing a couple of games I noticed I only have it in me to manage my first city properly, juggling the gardens and houses. After that, I've had it with the tedious garden micro and can't even touch my conquered towns knowing what I have to do to make them grow. The cities also need a clear breakdown what buildings have been built. It's too hard to tell what is what by just looking. I really want those people to grow their own food and build enough houses&

55 Replies 8,710 Views

Even in that screenshot the city would block the valley just the same if it was some default square or circle shape.. you can still have strategic city placement even if you can't build them in I or L shape or whatever. Which would actually look pretty silly.

55 Replies 8,710 Views

[quote who="Sir_Linque" reply="17" id="2650806"] Quoting SpartanFry, reply 15 Having random encounters where a building becomes unique would be pretty badass, the oldest school +2 research points and +2 prestige... Or some cool stuff that would make a few buildings unique would add a nice touch. I love this idea. Have random events that make some buildings in the cities special. The effect doesn't have to be anything superb, but t

55 Replies 8,710 Views

[quote who="Frogboy" reply="1" id="2650931"]Most NPCs are nothing special. They're just NPCs. There are no "Heroes" (as a class) in Elemental. Click on them and you'll see what I mean. [/quote] But i f they have a name that means they are special and rise above the swordsmen and longbowmen. And you can equip them and get quite attached to them.

9 Replies 24,626 Views

I fully agree about the heroes. They should be special individuals and survivors who have made a home somewhere. These inventors and merchants running about the devastated landscape is silly. Some of them should be leaders of a small community. The lone wolves wandering about should be the minority. I could see the Sovereign being someone who would unite these scattered people under one banner, or saving a small community from a threat and gaining the loyalty of their

9 Replies 24,626 Views

Moving 1 tile/turn, then wearing some ordinary boots and moving twice as fast... whoa. Sovereigns leveling up once and doubling their movement rate... what? What if the basic movement rate for human units would be faster, like 3 or 5? It would then be possible to have units with different movement rates. I don't think wearing some boots should give you a significant movement rate increase either. I would assume sufficient marching boots are standard equipment

0 Replies 467 Views

[quote]My suggestion in the other thread was to take housing off the city tile limit. Right now you have limited space, and have to build both gardens AND houses in that limited space, along with actual productive buildings like merchants, schools, and archery ranges. If houses didn't consume space, it would at least make it less of a burden. [/quote] You'd still have the burden of clicking more houses and gardens all the time when you run out of housing or food. The thing about

55 Replies 8,710 Views

Level Up! I AM MOAR POWERFU- Oh Wait. False Alarm. Not Really. :/ I like a patient level up power curve for Sovereigns. For them, getting power should most of all mean controlling nodes shards and discovering the knowledge or forgotten spells. That said, I feel they are too weak in the beginning and that the decimal stat upgrades are ridiculous. In fact I think the whole RPG approach to stats is unnece

20 Replies 94,818 Views

Speaking of Nobles and their daughters... there can't BE any nobles in a post-apocalyptic world with no civilization. In that world money means nothing and the strongest will take what they can. Also, a Sovereign should concern himself with the bigger picture instead of running around saving random people. Like saving a village of people to get their allegiance.

55 Replies 8,710 Views

I dig the idea of a post-apocalyptic world that is barren. It gives an empire building game a clean start. But in this post apocalyptic world the mood is oddly cheerful. Adventurous upbeat music is playing. There are cute little inns scattered about the map with happy people in them, with enough gold in their pockets to send you off to do menial tasks like killing rats. This is a generic fantasy setting and not the gloomy post-apocalyptic Mad Max world I envisioned.&nbs

55 Replies 8,710 Views

I like the 4 stat approach. Attack vs. Defense and then Damage vs. Armor. All the possible combinations add depth to combat that wouldn't exist in a system where armor and defense are combined in one stat. And visually there should be a difference between missing and getting blocked by armor. Defense (evasion) and Armor work better with spells that only need to hit you. If there will be spells that can be dodged that is.

12 Replies 11,257 Views

I just got this gem of a game from gog and it still rocks. Good stuff: Wizard customization Exciting Exploration with dangerous encounters and worthwile rewards Global spells give an epic feel Heroes and units level up which rewards keeping them alive City building and management includes meaningful choices but isn't overly complicated Power distributed into mana, research and skill which gives you even more wi

130 Replies 68,339 Views

I find myself wondering what type of magic the Charm Monster spell is. It doesn't fit in any of the elemental schools and life or death doesn't make sense either. It seems the game is missing a Spirit type of magic category that would have all the mind/illusion/force spells. Also in a perfect world, they would not force us to align ourselves with either life or death magic. There should be an option to be a "neutral" elementalist or sorcerer. As far as magic categori

4 Replies 2,812 Views

Races and factions are something I always thought the Disciples series did the best. Most fantasy strategy games make the mistake of not focusing on the lore part and just throw in a mix of generic fantasy races. MoM did that and AoW:SM did that and neither game had any cool factions that had any kind of story behind them. I'd love to see three to five fully developed factions that would ooze coolness - with the option of customizing them to some extent. What I would not lik

151 Replies 387,188 Views

I like talents and weaknesses too. But I think the Dungeons&Dragons attributes are too microish for a game of this scope. Since the talents and attributes use the same points I'd like to see the attributes integrated into talents somehow. Like picking a talent called Strong instead of putting points in Strength. And that alone would make the Sovereign a more potent combatant. Or picking a talent / feat called Charismatic instead of dumping points int

149 Replies 259,224 Views

Why can't the Sovereign just Teleport himself to a pre-determined safe location when things start looking hairy in combat? Or have magical flight or invisibility or whatever spell to speed him up or mislead his pursuers? Spellcasters could escape any number of ways. I don't like the idea of having a random roll decide if the Sovereign lives or dies. I'd rather have means to escape and have the choice when to use it. edited for more... If the Sove

238 Replies 563,282 Views

I'm sorry but option 1 gives me a headache just reading about it. I remember Master of Magic being a great game without a needlessly complicated economy. The fun stuff is using the magic and micromanaging combat with cool units in it. I'd much rather focus on exploration, spellcasting and combat instead of an endless maze of shipping and production lanes. Option 2 has all the strategic elements that are needed. I just don't see any benefit of shipping stuff all over the map in

565 Replies 1,540,548 Views