DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

Hmm, I have been thinking about a pilfering trait that allows a stationed diplomat to steal another players resources, it would have a chance to fail and would be boosted by dexterity. I like it because stealing a global resource would be a lot less obvious then effecting one city. However I can't think of positive side or a neutral name for it. Maybe just make it hidden from other players, if they can indeed see your heroes traits.

10 Replies 9,492 Views

If you actually look at the available spell list there are already twice as many Death spells as Life spells. This is because of the spell-book unlocked by death worship and the fact that for some reason there are many more mixed element death spells then mixed element life spells. I also think they are trying to stay away form the generic undead army. Maybe instead have a reanimate spell that raises dead groups as undead minions the same as they were in life for the rest of combat? <

1 Replies 2,536 Views

[quote who="Edwin99" reply="4" id="3011103"]Perhaps, you can't engage in diplomacy or trade with another fraction unless you have an embassy in with that fraction. No Embassy = Minimal Trade Agreements, No Defense Pacts, No Alliances. Embassy = Enhanced Trade Agreements, Opportunity for Defense Pacts, Alliances, Marriages, etc. That's a good reason to accept an ambassador from another fraction. If you accept an ambassador from fraction A the

10 Replies 9,492 Views

[quote who="seanw3" reply="20" id="3011106"]But the limitation that forces choice and thereby differentiation is rooted in only having 8 tiles to build on. [/quote] I am pretty sure that a 8 tile limit on buildings is not officially confirmed. That limit is on the amount of unimproved tiles you can harvest from. It would be weird to have a limit that does not grow with population or city level. d.cap = Diplomatic Capital [quote who="StevenAus" reply="19" id="3010985"]W

30 Replies 11,816 Views

1. Production and food are now local resources. How can you have cities that focus on production? The only point of it is to build local buildings to get other resources. You are never not going to want both food and production, if you don't get both it's just a bad spot to build a city..... 2. Again production is local, and I wouldn't be surprised and if d.cap is removed. I admit I am making some educated guesses here, based on how it works in Civ. Anyway you won't be

30 Replies 11,816 Views

Ya there definitely should be counter-intelligence. [e digicons]:ninja:[/e] The thing with representatives and ambassadors is they can't be purely a bad thing. If there is no good/friendly reason for stationing them in other peoples cities then they will know that you are planning on sabotaging them every time you send one over. Any negative ability has to be balanced by a good one. This is true for every espionage ability if you can look at what traits other peoples heroes have.

10 Replies 9,492 Views

I think it would make heroes more varied and interesting if they could level up and be used for diplomatic and espionage purposes. Here are some ideas. 1. Bluffer -Boosts Faction Power score. 2. Envoy - Can move through neutral territory as if he was a caravan. 3. Representative - Can be stationed in neutral and allied players cities where he would provide a small d.cap/gold bonus to both players. Grants player the option to anonymously and quietly slow production in

10 Replies 9,492 Views

[quote who="seanw3" reply="11" id="3009221"]There are only 9 tiles to a city. Each level gives you one unique, random building. The resources and terrain near a city decide what kinds of buildings can be constructed. There are national wonders and world wonders. Every city is limited on growth by local food supply: this limits the city level and thereby its building options as each level will allow new types of buildings and upgrades for the old ones. There are 5 city levels in the vanilla ve

30 Replies 11,816 Views

1. This just makes sense. Also support so that you can simply add these heroes to random spawn lists or whatever would be nice. 2. I believe that FE will have quite a few hero only items, so heroes would be somewhat differentiated. Still as I said in another post tabards and decorations that show over armor would be nice. 3. Maybe it might be a little unnecessary and complicated though. 4. Same as 3 5. There is definitely lots of room for heroes to take u

6 Replies 6,253 Views

[quote who="jshores" reply="8" id="3008965"]Really this could be achieved the same way Civ4 handles certain buildings. Just make a limit of one per nation for certain buildings. Every town can build a harbor, only one can build the harbor of the heron king. Any town can build a temple, but only one can build the ultra-rad temple of truthiness.[/quote] Except that doesn't fix the main problem at all. Civ is like 90% a race to build as many buildings as possible as fast as possible

30 Replies 11,816 Views

[quote who="cparkin01" reply="6" id="3008778"]I had hoped at one point in version changes that maybe mounted units could be employed to counter archer units. Maybe they get +4 unit speed in combat or something so they can close and hit archers in 1 round. But that was just a hope, and would make mounts actually useful. I like the idea of a big dude on a horse smashing little archers with a large hammer or something heavy anyway.[/quote] Mounts in FE will grant combat speed and allow u

8 Replies 5,845 Views

While a community editor would work fine I think a official one would have a crucial advantage. Firstly like the faction creator it could be accessible from in game, and that would really shove it in peoples faces. This is important because the easier it is for people to notice and use the more people will use it. I mean after playing a game or two of elemental who wouldn't want to churn out a few custom quests before starting another game. I could dedicate a few days to learn how

9 Replies 7,878 Views

While the faction creator is alright in WoM it would be really cool if we had more control over the visual aspect of our factions. Here are some changes I would like to see to it. 1. Sliding bar for unit height and girth. Every faction in the game shouldn't have the same body build. If we want to create a race of dwarves or half-ogres it should be possible. Just being able to change the scale of the model is all it would take. 2. Skin

0 Replies 2,488 Views

It has come up plenty of times in other threads but here it is again. While many other parts of Elemental are very easy to mod, quests are not. This is shown by all the weapon and unit mods but the lack of fan made quest mods. You would think they would be super popular, but the difficulty in learning to make them is a real barrier. In order for FE to be totally repayable we can't be doing the same quests over and over and over. Either the devs need to make 100 quests or f

9 Replies 7,878 Views

There are some mods i have been going over in my head but they would require some modding changes. I would like to be able to: -Open the caravan code so we can change the details of caravans, and do stuff like allow units to enter neutral territory, or create railway spawning units. -Re-add removed resources from WoM -Set a limit on total groups allowed in a army. -Set a turn limit on tactical battles. After the limit is done the combat is concluded and must be

0 Replies 1,406 Views

See the Magic Journal . 1. The Death Worship faction trait already grants you a unique spell book. I hope they add a Life version as well. 2. There are quest given spells. 3.There are random tech given spellbooks, but ya these do seem lackluster to me. Since they are adding more spells I hope when you get those spell unlocking traits they only unlock a random 2/3 of spells for that champion in

6 Replies 14,424 Views

[quote who="Heavenfall" reply="47" id="3007673"]Personally I think quests as a concept are doomed to fail, particularly in sandbox. They give almost no replayability because they're the same every time. The game needs to provide custom-generated quests of high quality (a challenge if I ever heard one). Otherwise I fear - no matter how good the quests are - that we will end up like in E:wom. Of course I can't speak for anyone else, but when I play E:wom I just straight up ignore the qu

54 Replies 64,087 Views

You have a good point about the shards being a more military thing. You can look at it the other way though. Maybe a magic victory shouldn't be something that you should always be able to get. You should have to adopt your strategy to the world somewhat. Personally I think some small tweaks to the system would go a long way. 1 Add a long cast time and a warning to other players when the Spell of Making is cast. 2. Maybe add a onetime quest that allows you to find

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Huh I knew you could add all the starting factions and then 1 custom one but I thought that was it.

15 Replies 5,465 Views

Sigh, wow this thread has headed down a weird direction. I believe this thread is supposed to be an introduction to FE for new people. They are going to think we are bloody weird....

9 Replies 24,355 Views

[quote who="Frogboy" reply="4" id="2999817"]We're in the process of adding back in true Outposts that can be put out into deserts and such. They're not cities and can't have improvements built on them but they let players access remote resources.[/quote] While I like this concept I am wondering what they pros and cons of placing an outpost over a city is? Will we be able to upgrade the defenses of outposts?

18 Replies 19,022 Views