Sounds nice to try one time, didn't know that this could be done.
Alfdaur
Strategic and tactical?
Just played a game and thought it would be cool if a Warlord famillie could add millitia to outposts.
I would really like if I could select multiple units while casting a spell like in AOW. It really annoys me that I have to cast the same spell five times if I got a new enchantment. Please let me able to select multiple units. ^^
Never seen the AI field supperior troops, only mages when I had none. But I always had far superior troops then the AI on challenging AI.
This idea is stolen from 'seanw3': Some of the noble famillies could add some special weaponry to the production list or in the shop. The warlord famillie could also add recruitable units like monster lairs do. Maybe an early choise for in the start of the game -2 grain (or material) in exchange for ~15 recruitable archers. Maybe a religious famillie could add an elemental power (like shards) in exchange for -3 mana per turn. Maybe the noble famillies give a qaudratic
Known problem. ^^
I mis the lookout towers from WoM. :(
I would like banners with the armies and cities and the factions insignia on there shields or armour.
I would like to start a poll for the developers about which wildland is the favorite. I don't know how to start a poll, so I'll start a post about it. So my question to all of you: what is your favorite wildland and why? My favorite wildland is that of Abeix, who dwells beneath. The reason I like the Bhindami Fissure the most is that most of the wildland are closed off. The Bhindami Fissure is reachable from all directions and the enemies are strong enough to form a
P.S. I just thought that maybe it could be cool if the noble famillies could really get a piece of land by letting them build castles in the "wild" like outposts, that require food just like a settlement and count like one. This way, this could reduce city spam build and still make new land usable. These castles will have there own militia and could build armies that roam the world under your banner if they are of a Warlord famillie, give a +8 gold if they where merchants or 4 research a
Elemental is set in an mediaval setting. What really is important about that setting is the vassal system of nobles. Sovereings give there land away to nobles so that they gain benefits from these. My suggestion is introducing an nobles system. In short: you would give land away to noble famillies so that you can get different bonusses, short or long term. Seeing that this is not an "easy" addition, but one that will take some time, this would be a post release suggestion.
O yeah, for some reason my sovereign couldn't cast spells her first turn in this tactical battle. My sovereign was impulsive so she got an extra turn after her first, in which I could cast spells.
While fighting the giant moving mountain I came across a bug. I sent my spearman forward to attack it, but they didn't move next to him en past there turns. Only by manually placing them next to could they attack it. Putting the game on auto also didn't do it (while in tactical that is).
How about making monster the privateers of elemental? I alway's liked the idea of having units that look "neutral" to the enemies. This way you could raid allies while keeping the blame of yourself. *insert soldier voice* 'Sir, why do we use the beast?' *insert general voice* 'Because the enemy will see them like beast also, private.' 'They c
Great post! ^^
Okey, I won't say this is a great post. And also no karma for you. ;)
I don't mind the researching for technologies, it makes me feel like a fletchling nation. I also don't mind waiting a while for new recruits. If you want quick fodder, then you should make some weak and untrained troops. Do you want faster research, just set the research settings to quick. I personaly make the world a lot harsher, by setting the monsters to wide spread and strong and setting the shards and resources to sparse. I just mis a roaming monster button to make my citie
So hard to choose... It's a pity that we don't have the current internal build so we know what already has been done. I've got full trust in mister Wardell in making the AI great, so I'm not going to vote for extra resources for that one. (Altough I think that one is important.) Stability and performance are great for me, so no need to vote that(, for me). Random events would be nice, but the core game needs to improve first. More spells are to be added if I'm correct, so
There is something wrong with the sovereigns, I just can't put my finger on it...
I just wish you could put tunics over armour. That way, I can flair my units up and make "Army of the west" and "Army of the east". That would really help for the roleplaying side for me. And it's something you see on knights in movies and stuff. :)
My idea: Keep outposts as is, and make an upgrade for these outposts. These "forts" would add millitia or bonusses and act like a town in means of the garrison. Of course forts will need an upkeep, or they will be spamed. And we don't want that, do we? This will help the turtle, read few city players. Give forts a limitation like cities have. Only allow forts with a distance of 8 sqaures or more. This way, forts have two limitations against spamming. Maybe it would be nice to give
How do you dispel? I couldn't find this option... Maybe it's just silly me.
Wrong forum. Better to post it in the FE forum, instead of the WoM forum. ^^