klaxton499

klaxton499

Joined Member # 3587590
26 Posts 258 Replies 707 Reputation

I sincerely appreciate all the feedback. I did not mean to give the impression that I wanted unit/army design to be more complex. In my mind, training was automatic. It began as soon as the units were requisitioned and continued until they were mobilized. The main focus of the suggestion was to alleviate the missing equipment problem and have a game mechanic for upgrading units. But again I appreciate the discussion even the parts that disagree with the original

16 Replies 9,542 Views

Did I state the suggestion plainly enough? This isn't so radical. It basically moves assigning equipment from the first step to the last. Which solves one of the problems mentioned by the devs.

16 Replies 9,542 Views

Forget unit design. Elemental should commission armies in stages. First step -requisition troops- from the population. This first step should take a set amount of time. Once requisitioned troops require upkeep but on a limited basis if not mobilized. Second step -train- troops. Training time should increase at an appropriate rate to institute deminished returns while maintaining the unlimited research model. Final step - equip/mobilize - army.&nb

16 Replies 9,542 Views

Well i have to say I love digital distribution. Even if it's the same price I'm glad to know that money wasn't wasted on packaging. Mind you I'm no treehugger. I would just rather the developers make the money rather than make something I'm going to throw away. I'm happy to support the folks that make my hobby possible. By the way it's not the same price you save on sales tax, gas, and personal time. Also, if there isn't a pretty box to catch the lem

41 Replies 86,227 Views

I suggest we decouple unit creation, training, and equiping. I suggest we simply have X amount of time to gather troops, X amount of time to train, and finally a trip to the armory to equip. Training time could increase exponentially to institute deminished returns while still maintaining the theme of unlimited research. Units could remain in town and train at a reduced upkeep and only take up arms as they leave the city or in defense. This also solves the resource pro

0 Replies 2,962 Views

No is not a lame response it just shows how basic the answer is. I'm pretty sure at lease 2 of the 4 Xs would be limited to very few players. If only a few players are having fun everyone else will quit. The only time I pay to have zero fun is on April 15th.

30 Replies 75,235 Views

Title says it all. Anyone heard any word on this. I know that a petition was started a while back but I question the effectiveness. I don't want to purchase it from Steam but will if I have to.

9 Replies 49,989 Views

Let me begin by saying I love standard units gaining experience. I even like when they get wounded but that is another topic. What I suggest is that units get experience based on their actual battle experience not some abstract +1 defense or +1 attack. If I fight a group of spearmen with my swordsmen and win. I'd like a chance that the swordsmen get better at a fighting spear weilding enemies. The addition could be to defense, attack, or moral (please tell m

11 Replies 8,465 Views

I like the idea of large battlefields and support from armies that are nearby. However, I've suggested before that we could add suspense by having armies support a battle, even several squares away, at imprecise times. What I suggest is have an army arrive to support an attack or defense based on the speed of the army, distance from the fight, and a random component. This would add a level of uncertainty and urgency to battles. Not to mention the need for strategi

16 Replies 64,275 Views
Reply to Pre-Order in War of Magic

Top left button in impulse: you have to set it to show beta programs. By default betas are not shown in the download games section of impulse.

15 Replies 4,587 Views

Have the early design thoughts been thrown out of the window? Early on I remember a DEV saying the number of mines controlled would directly affect the speed an army could be armed & armored. The thought being a heavily armed & armored army would be a fearsome sight. Has this been scrubbed? I'd rather have metal, alloys, stone, horses, etc. to fight over rather than leaves, oils, and potions. I'd also like to scavange the battlefield for th

123 Replies 357,010 Views

I'd like to suggest that you use resource points as a cause for war outside the cities. Too many of these games end up as constant city sieges. To do this resources must be independant from cities and players must be able to garrison enough troops in cities (i.e. reduced upkeep) that they can sally a defense.

95 Replies 660,125 Views

We have a sovereign that can heal the land by infusing their essence into it. Powerful stuff indeed. Why can't this same FINITE resouce be used to "save" the sovereign from certain death and teleport them back to safety. Sovereign death would have teeth but not equal an instant game loss.

37 Replies 80,417 Views

I like the thought but would prefer uncertainty on the tactical map be tied to the terrain. We should be able to train units (during the design/build process) to hide in trees and/or mountains. This would come at the cost of build time. But could be useful in setting up ambushes. Also, not sure if anyone here has played Romance of the Three Kingdoms III but the uncertainty of when reinforcements would arrive added suspense. I'd like, as a player, to be abl

11 Replies 16,367 Views

I think the best AI was in Kohan. Part of it was the game mechanics. All units, AI and player, had morale which would cause them to run to a friendly city when dying. This solved the problem of the AI not caring for their units. Any game that has units which level suffer when the AI throws them away. Secondly, Kohan units were actually a small group with front line troops and rear support troops. Since frontal assaults had to go though the fr

64 Replies 152,545 Views

My guess is for many independant game developers EA was the pot at the end of the rainbow. Developers were creative, worked hard, developed solid IPs; then, "cha ching" EA swoops in and buys the whole company. Now the original owner has to serve out their contracted time which is maybe a year or two. Then what do you know they leave and open up a new studio to start all over. Except now they have a big house, sweet boat, hot wife, and for some even a trip to

65 Replies 261,445 Views

Make sure impulse is set to show you pre-release "beta" software. It's an option in the little icon in the top left. Once you turn that option on, go to the Games tab and see if Elemental is listed. If it isn't then your right, you'll need a game key to manually link it to your account. The game key should have been in the emailed receipt when the game purchase was processed. My guess is that your impulse software is hiding the "beta" from you. I know mine

5 Replies 2,460 Views
Reply to B in Forum Issues

[quote who="Jafo" reply="20" id="2377759"] Stardock is a she? Why not? All the best things are female....Mother Nature....my wife.....God..... [/quote] Ha HA! Your name is Jafo. I loved that movie. Blue something.... Crap my memory is failing me... Does your boss know what you call yourself?

102 Replies 181,218 Views

It's five days with my bank and I placed the pre-order on Tuesday. I'm happy to re-order now that the charges would process immediately. My only question is will Stardock try and process the original orders again?

21 Replies 10,840 Views