Umm... I just got an email: Mildly disturbed that it specifies "a year's worth of free updates." Is this poor wording, or did this become a subscription service while I wasn't looking?
chainlinc3
I, too, have been wanting something like this. I don't *think* it's in there at the moment, but I also think that there's a way to assign effects to equipment (I think?) which would be a way to kinda work that. So, you could have strategic spells that either create a "spell" unit with the effect item in it's inventory, or else just add the effect item to the target unit. Of course, if you can't assign effects to equipment (I haven't seen it in game, I'm pretty sure I've seen
Normal units can earn XP also, they just don't let you know when they level up (it shows up in announcements, otherwise nothing). It just boosts their health though, so... I honestly dunno. I assume it's XP, but I've noted several times that units who got zero "crowns" leveled up from the same battle. So... Maybe it's just a ranking of how awesome you are or something. >.>
ok, moving back to actual suggestions: Charge: the unit dashes madly at the targeted enemy, dealing a significant knockback damage to them. If the unit collides with an enemy unit (not the target) while charging, the enemy is knocked over/stunned momentarilly and recieves a little damage, but the charging unit would take an equal amount of damage (so you can't use this to stun a group of 50 soldiers and kill them before they recover, your units would die beforeh
What's Karsus' Folly?
ah, so like, you controll so much of the worlds life force or whatever that everything is essentially yours, even if you don't own it?
lol-- the sword bomb would be better if the winner of the battle got to loot the swords after the battle. Just a random idea. Personally, I like this idea. It reminds me of a game called Cortex Command, which the modding community is absolutely running away with, and it's not even near done yet. The idea that you can make absolutely anything you want is important to modding, and stardock said that people would be able to mod Elemental into pretty much
Ohh! I like forum games! Count me in! *does a jig to prove my enthusiasm* :P
right, like the titans or whatever used the essence to destroy the world essentially, but the essence is still there. I see it like energy in a physics equation-- it just changes form.
huh... I don't know why, but I was solidly under the impression we were going to have real time battles. Looking back though, I cant really find where that idea came from... My best guess is that they kept talking about how, even if you were letting your generals command for you, watching the battles could be "breathtaking," etc. I can't see how *watching* turn-based combat play out could be "breathtaking," but I may just be crazy. Also... [quo
[quote who="landisaurus" reply="4" id="2259265"] I wouldn't mind if the water was stopped by some barriar like the one created by the American Rabbit at the end of the movie to stop the Niagara Falls. [/quote] wait, what?
"River of Blood"-- turns water into blood (take THAT Moses!) it starts at one point on the river and spreads downstream at a decent rate, following all forks in the river. Lowers moral of enemy towns relying on the river. Kills fishes and other aquatic life in the river. Upsets wildlife along the river, making them more aggressive (keep caravans and limbs away). Keep away from merpeople. They don't take kindly to it. I think this could be HUGELY effective
I think the developers would like that sort of an emphasis on keeping your soldiers alive. I mean, they said in one of the journals that there would be a tradeoff, 'cause every soldier could be a worker back at your cities helping your economy. So, there's definately going to be an emphasis on NOT wasting lives. At least the way I read it. So, giving your soldiers powerful weapons would only increase that, and risking the enemy getting them even more so.
[quote who="DivineWrath" reply="3" id="2255252"] Although I have nothing against magic items, I just don't want them to be the only source of magical power for my units, [/quote] You have a point there, but I'm not quite sure how having other magic would work... Arn't only channellers supposed to have independant magical powers? If so, then how exactly would you convince an enemy channeller to join you? [quote who="psychoak" reply="4" id="2255290"] I consider this a
yeah... it's the starcraft II archon art... the full image is beast.. [IMG]http://i74.photobucket.com/albums/i260/metalpole2/ss26-hires.jpg[/IMG].
right. This was a purely out-of-curiousity question, not to actually decide my avatar.
Ok, so I just have a random question here. When I was picking my avatars, I was torn between two choices, the one I have and this one: [IMG]http://i74.photobucket.com/albums/i260/metalpole2/piroko-ava-1.jpg[/IMG] My question is, how many people would actually know what that avatar is of?
Oook. So I've been watching Elemental for a while, but never really bothered to post on the forum 'till today. A while back in the "Journals" section, I saw something about the economy concepts that were being debated, and one thing I saw mentioned there was the ability to enchant items. That set me to thinking, and I'm hoping that they include the ability to enchant gear to grant the weilder certain abilities. ie: a sword with the ability to launch fir
I think the explanation is far more simple-- in the early days of RTS games, either the PCs were too weak or the programmers too lazy to make super large maps. The maps tended to be small and cramped, so if they wanted things to-scale then they had two choices: 1) make the individual units incredibly tiny (which would negate the programming benefits of having smaller maps) or 2) let any individual unit be able to see from one side of the map to the other if