[quote quoting="post"] No, this isn't a complaint, but a question. I've been meaning to buy Entrenchment for a while now; but with the new expansion coming out I'm pondering just how Stardock runs their specials - a lot of companies would offer a discounted bundle of old+new, wheras others offer discounts for old customers rather than new ones. So what I'm wondering is - if I buy it now, and they release the expansion next month, am I more or less likely to lose mo
Szadowsz
[quote who="Ellestar" reply="23" id="2226573"] Well, i doubt that Saruman could have been able to steal from an relatively equal adversary like Gandalf instead of bunch of ninnies. You know, in Elemental you'll fight other wizards, not hobbits. Empty words once again. You can't even elaborate on your own statement. It's not politics, it's a forum, so meaningless speeches doesn't help your cause.[/quote] Saruman != Gandalf. Saruman owns a tower and minions and an
[quote who="GW Swicord" reply="2" id="2226528"]There's some related discussion in Ynglaur's Name Generator Request thread and thread of Martok's from way back in the first days of the boards that's mostly about using regular units as a possible source for champion units. The state of any name-generating code will be very interesting to see in the first beta.[/quote] I seriously must be blind I went looking for such a thread and couldn't find it. That being said with the rec
[reserved for good ones] The Earthriser The Waveweaver The Firesinger The Darkbreather
I feel that as you progress through the game you should be given the options for your channeler/sovereign to have a title/several titles thse should be based on: 1. city/terrain near the staring location 2. victor of a memorable battle 3. experienced in the use of certain magic 4. reputation 5. conqueror of a faction 6. obtaining the aid/control of a powerful beast This could be extended to heroes too. its nice as fluff an
[quote who="pigeonpigeon" reply="16" id="2226373"] However, Camp #1 and Camp #3 economies allow so many options in so many other aspects of the game as well. Small nations could actually hurt large nations by harassing their shipping lanes - guerilla warfare becomes doable. You could take down opponents by crippling their economy, rather than by destroying their forces; and eventually their worthless economy will be unable to support their military, which will either desert or be disband
[quote who="Ellestar" reply="9" id="2225986"] That's exactly why i'm against #1 and #3. They both suck. I prefer universal resource storage.[/quote] Say you attack an enemy, splitting his country in two. With universal resource storage, this causes only minor difficulties (after all, the enemy still can churn out pointy-sticks, have those pointy sticks sent into storage and then just built troops on both sides using those pointy sticks) compared to localised resource storage (whi
No bears? Anywhoo it sounds awesome I can't wait to see the combat system. Will we get formations? Silly teaser post
[quote who="GW Swicord" reply="9" id="2222832"]the real underlying question here whether the engine will have any 3D mobility for units? I've been poking the devs in a variety of contexts about their lack of response to the questions about stuff that is not 'land-based' in our pre-beta fantasies and if they've responded, I missed it. "Majestic Road" sounds like a great overland spell idea[/quote] They have not mentioned the limitations yet so I created this thread to kind o
[quote quoting="post"] Camp #3: The Merchant 4. The fun of this portion of the game would be in watching your empire grow organically. Example: There are no ratios to set. If I build a town with a blacksmith, then one presumes I did that because I want to produce stuff that requires a blacksmith. If I build (or upgrade) more blacksmiths, then one presumes this town is a place where I want to crank out a lot of stuff. Similarly, if I build a town with multiple
[quote who="Climber" reply="21" id="2220902"] My new Idea: 1. No Manufactured Resources (MR) is produced at Factory unless explicitly ordered 2. Factory can produce unlimited amount of MR per day. 3. Warehouse store unlimited amount of MR or Natural Resource (NR) [/quote] 1 = good 2 = bad 3 = okish
yet all of these would be useless in the event of zombie attack what you really want is something like a crossbow
[quote who="GW Swicord" reply="10" id="2214694"] what have you got against space ponies Nothing serious. Mostly that I'd rather see the energy put into more practical stuff or higher-quality silliness. p.s. For full disclosure, I should admit that I know next to nothing about the Space Pony business b/c I have no interest in RTS. I've just seen peripheral noise from that saga and also seen a few folks connect it to our Elemental-local 'problem' with ursines. Shouldn't let
[quote who="DivineWrath" reply="7" id="2220218"]Does this mean no forests of seaweed? Here I was begining to make invasion plans involving animated seaweed to attack ships, and to travel on land to terrorize costal cities as some horrid tenticle seaweed monster. Seriously, what am I going to do now to terrorize people?[/quote] Bear Cavalry?
[quote who="Luckmann" reply="5" id="2220013"] I was actually thinking about that just now. I was considering simply having the city 'anchored' to the ground by massive chains or similar, acting as bridges. By massive, I mean truly, enormously, enchanted, massive chains. Enough to travel along, to and from the city. When and if mobile, the chains are unhinged and retracted, severing the city from any and all support. It cannot send or recieve landborn caravans and cannot harves
[quote who="Winnihym" reply="7" id="2220038"]Okay, here's what I don't like about camp 3 as I currently understand it. In order for a resource to arrive at a town, a corresponding structure must be built there (ore needs smithy, swords needs barracks, etc). But, from what we've seen so far, the town spaces have limited land resources to build structures on. This forces you to downselect what a city will be doing very early on in it's development, and then you have to stick w
will the AI have water phobia?
[quote who="Vicente" reply="3" id="2219335"]Not really something interesting if just dispelling the spell will nearly destroy the city. Too much effort on something that can be destroyed too easily.[/quote] the way in which its dispelled dispell and the amount of effect it takes are up for debate, for instance you could argue it would take alot turns to do and still be within the caster's range (and has has to stay still while doing so) or maybe that he /she has to be on the thing fir
there is also the possibly of spells affecting and taking advantage of the weather
[quote who="Lord Reliant" reply="25" id="2219441"]FYI- the link above is missing the l for "elemental", as right now it points to "elementa". I don't like the new cloud- I didn't see the word bear in there anywhere! FYI- I believe it's only taking the info that would be present in an RSS feed, so replies don't count, just post titles and perhaps some info in the descriptions.[/quote] I think your right as I can't get the forum itsself to work for it
[quote who="Lord Reliant" reply="25" id="2219441"]FYI- the link above is missing the l for "elemental", as right now it points to "elementa". I don't like the new cloud- I didn't see the word bear in there anywhere! FYI- I believe it's only taking the info that would be present in an RSS feed, so replies don't count, just post titles and perhaps some info in the descriptions.[/quote] I think your right as I can't get the forum itsself to work
[quote who="Winnihym" reply="15" id="2219323"] One of the things that is central to the argument is whether or not we want to have the caravans as a physical entity on the game board. The benefit from a strategy sense is that now I have something to attack to hurt my opponent's economy, but having all those individual caravans is causing a lot of micromanagement. So maybe a suggestion might be to back off from having caravans as physical entities. How about this: <
[quote who="NTJedi" reply="1" id="2218174"] Check out this thread which mentions this suggestion and several others as well: https://forums.elementalgame.com/345231 [/quote] Its not the same, you just suggest floaty things, my post suggests how to implement a floaty thing
Imo the most important thing is that the system scales and preforms well while being interesting camp 2 is too simple and boring camp 1 has the potential to have micromanagement issues camp 3 needs to have good A.I. to work out what you wanna do
soz but Zubaz did ask for it