Nathikal

Nathikal

Joined Member # 3380260
29 Posts 172 Replies 489 Reputation
Reply to Cheats? in War of Magic

I hope that there are at least cheats available in a debug mode setting. Since the modding tools are so extensive, I can see we player-modders needing to test our creations frequently.

13 Replies 9,207 Views

Would like being able to add my own notes to spells, but only if spells had a greater purpose than damage, etc. Barring that, I'd like to have separaters on the margins - selecting one allows me to see what spells I have now. Selecting another lets me see what spells I have available to learn. I also favor 'blind magic'. It seems strange, to me, that we know what spell we are going to learn. At the very least, have it like the tech tree: we are given a few basic spe

10 Replies 12,405 Views

What about this... I find it hard to believe that magic, throughout the X centuries of existence, was ever just left at knowing the basic spell. Surely, someone out there had to learn how to manipulate magic in different ways. I had a few thoughts that may help the system out. Spells have levels, that you manipulate freely. For example, the fireball spell. Let's say it does 10 damage to one target at level one. When I choose to cast fireball, I don't want the le

79 Replies 222,068 Views

And in all honesty, if adventurers are just champions conveniently located in groups, it'll take a lot away from the game. I mean, it'd be a blast to meet up with a team of legendary adventurers later in the game...or to just randomly look over the adventuring tab and see, "Hey! They're the fools that sent that HORDE OF DEMONS rampaging through my lands! I WANT THEM DEAD!"

11 Replies 42,671 Views

Or very limited in just being build. But castles were not a small undertaking in history. Castles took a ton of men, workers and soldiers both, to make a castle work. But a single castle was often enough to hold enemies back, easily. Not to mention that laying siege to a heavily fortified castle was an undertaking that took unholy amounts of soldiers. If castles were in the game, I see them taking a good 10 turns to build just the citadel - added towers (if my idea is taken) or struct

23 Replies 73,668 Views

Castles were major factors in medieval warfare. Having an enemy castle nearby was a big no-no, because at any time the enemy could send troops to harass your own forces, and then retreat safely. I say, make castles a sort of 'second city'. Not that you just build a city and voila, you have a castle, but instead you build a castle and certain options are available solely for the castles. They are a bit like station in GalCiv, but instead of being able to build willy-nilly, you are rest

23 Replies 73,668 Views

Age of Wonders had spells that 'radiated' from your cities. Rejuvination, for example, would spread grasslands outwards. Why not do the same here? Casting a cosmetic spell, instead of just targeting one space, you could target a city. From there, flowers, mushrooms, or yellow streaks would spread out naturally. You could still cast it on individual tiles (perhaps have those tiles be the 'center' for the radiating spell) if you so chose.

12 Replies 6,796 Views

...this gave me an idea. The idea is simple - GalCiv had the Espionage screen. Why can't Elemental have the 'free agents' or 'adventurers' screen? This screen would be directly tied to adventuring research, allowing you to unlock more features by advancing further in the tree. The selling of 'adventuring licenses' could 'register' an adventuring party, giving them a minor-faction-esque background screen. From here, you can get some basic background on what this party has done - more i

11 Replies 42,671 Views

Regarding Interesting Choices I have written (and then erased) about a half-dozen posts on how much I hate essence and mana being tied so closely. At the moment, spells like Volcano are simply stupid to cast, because the hit to essence takes an eternity to recover from and being able to cast X fireballs/turn to decimate the enemy greatly outshines being able to cast one volcano. Further, if your city is not located near resources, you'll have to permanently gimp yours

79 Replies 222,068 Views

So, I was thinking about cities. Almost universally, they are useful for one thing - resources. The production and distribution of resources. Not just in Elemental, but in any number of games. Take planets in GalCiv, cities in Age of Wonders, Total War, Alpha Centauri, and other games, and they are useful for the sake of resources. Then I began to think about some books that I've read. Almost universally, cities in books are not just for the sake of resources. Yes, some do indeed mana

0 Replies 2,716 Views

Also against having a limit on the number of units/tyle. Bill_Door said it well enough. However...I do say that instead of showing individuals on one tile, make them take up more. A gargantuan army shouldn't all fit on one square - perhaps ever 1000 people/army adds a universal square to the whole army. It's still one unified group, but it takes up more space. Unless, of course, 1x1 tile is a massive size. Which it could be.

78 Replies 165,483 Views

I am going to just point out what a lot of other people have said... Elemental is at a mere fraction of what it should be. ATM, we are ALL following the same sort of path - because Stardock wants us to focus on these small parts. Thing's we're missing... The other three trees A good part of the two trees we do have Weapons that are more than just +attack (Brad said there will be effects on units) More than one map A balanc

12 Replies 8,555 Views

Alpha Centauri had a nifty way of handling population. Any base you had automatically would gain population to a max (level 4, or 4k people) until you built a structure. One structure. I think it was the Children's Creche. Either way! My bases grew to level 4, I build something, they went to level 8, I build something else, and they are free to grow until they can't sustain any more people on their own. Now, I am suggesting one of two things based on this... <st

85 Replies 294,383 Views

Chances are fairly good that there will be certain faction rivalries - one faction will hate another, regardless of what happens. And I am almost positive that the Kingdoms will totally hate the Empires, just because of what each faction represents. Also, I maintain that we should have the power to give our units special training for the sake of making each unit unique.

9 Replies 8,807 Views

First, there are no air units...planned. Modded, perhaps? Dunno. Secondly, dragons will be in the game...but they represent beings of already-unquestionable power, intelligence, age, etc. And since we can't fly anyway atm, I doubt they'll be mounts. But yes, dragons do rock...and I look forward to having one/two/forty six in my armies.

3 Replies 5,191 Views

Mkay, what about this...if you've ever played Black and White 2, you'll get it. Basically, when you go to build a farm, the map turns green. Brighter shades of green = more fertility. If you build a farm on fertile land, it'll grow grain faster (B&W had a system where you get grain at a steady income rate) compared to having it on non-fertile land. Perhaps when we first (first city) restore the land, it's naturally very fertile - we have just single-handedly brought life where onl

85 Replies 294,383 Views

If I cast weather spells, I'd like for it to affect magic, too. Summoning a thunderstorm makes my lightning bolts more powerful, gusts of wind stronger, and that fire trap my enemy had going? Yeah, that's gonna be put out. Or if I summon intense heat over an area, making the grasses burn easier, throwing up a firewall should spread and quickly grow out of my control. Or summoning wind with fire going on should spread the fire in the direction of the wind, if

13 Replies 10,230 Views

The way I understood the game involved bands of adventurers popping up randomly and doing whatever they want. Heck, looking at the homepage for Elemental, we hear about some demon being released by some adventurers, and another band stealing a dragon's eggs. So I bet we'll have more coming. At the moment, I wouldn't be surprised to see adventurers being more than just recruitable heroes. Ideally, we'll be able to issue general quests (maybe via an in-game tavern board or something) an

16 Replies 11,410 Views

I really don't think that innspam will be how the game does quests - someone said somewhere that humble inns gave level one quests. Which makes me think that the inns will be around every so often, but not as numerous as they are now. Once-in-a-blue-moon sort of thing. I do like the idea of inns being more than just a quest location. In fact, I think that inns... Should be a permanent location, until destroyed by someone or another. Should have more than just

15 Replies 11,950 Views

I view it best as this... Pioneer builds a stockpile somewhere near resouce(s) Pioneer goes to one resource or another and starts to harvest that resource. Pioneer brings the resource back to the stockpile. Every so often a caravan with all of the goods leaves the stockpile for the nearest city. Upon arriving (safely) the caravan unloads the goods To show the market being stimulated, you get a small good boost w

11 Replies 10,292 Views

Since we can zoom in and see people doing stuff, what I'd like is to have streets naturally form between tiles, and see people wandering around them. Also wouldn't mind seeing banners and the like pop up more often, showing loyalty towards me, the supreme magical overlord.

10 Replies 7,684 Views