Tim4fun

Tim4fun

Joined Member # 3605369
57 Posts 70 Replies 508 Reputation

So kudos on many things about 0.92. It's starting to get that one more turn feeling. Suggestions 1) It's more fun to take a city and be able to build the non-city creatures that the city's circle of influence allows. I've always intensely disliked the limitation that 'your faction can't build this'. Options are what make strategy games fun. Instead, make it more costly for certain factions to do certain things. Example: everybody can

1 Replies 6,960 Views

Fun is --cool variety in factions. Everyone keeps saying it but nobody at SD seems to be listening. Maybe a better backstory? Not. More lore? Not. Different kind of armor? Not. Simple answer: Different units per faction. Fantastic units per faction. --when you take over another city you get to make their units. This is fun because there is a REAL reason to take a city--you get their cool units, not their gildar (dull) and metal (duller) and same old

5 Replies 31,673 Views

First, kudos to CmdrRogdan for this great post: https://forums.elementalgame.com/417120/page/2/#replies . Following in that theme, been playing FE and trying to contribute ideas to help it be better. It's a lot better than eWom, but still not great yet. 1) I found myself often casting the same spells in battles. Maybe a beta thing?. It was bett

2 Replies 4,967 Views

I too applaud the discipline to say 'I need more time to deliver quality'. As I think about the best games I've ever played: 1) the 'sphincter factor' was always present. It seems to be a combination of unknowns, risk to your main city/sovereign/production, and things which cause you to significantly change your strategy (world enchantments, random events, etc.) 2) the micromanagement was somehow balanced to an acceptable

112 Replies 322,121 Views

I've tried to figure out the one feature of MoM that made it stand out. There were quite a few truly great features; UI minimized micromanagement; lots of meaningful spell variations; great creature variations; ability to integrate new race units into your economy; the list goes on. The overall concept I was finally able to label was all loosely grouped around 'fun replayability'. You could try hundreds of combinations of building and expanding and winning and creature

13 Replies 22,849 Views

I don't have the link to a recent SD post, but I think it was Jon who said 5 ways to win: battle, magic, diplomacy, etc. I LOVE the idea that you can continue to grow and get more and more magic "books" or levels. Why? Because you are able to grow and get more armies all the time, right? You're able to grow and get more diplomacy benefits, right? You can keep growing your cities right? The point is, to grind it in :), the best game IMHO is where each strate

8 Replies 16,130 Views

I like your idea, though it's similar to some other postings. I suspect it's a feature they will consider 'advanced--include if time allows' considering SD is still working on the basics of the game in FE, but your idea has merit. Two things they'll need to implement for this to be enjoyable: damage variance based on flanking and rear attacks; a tactical attribute for each unit. Perhaps scouts, invisibles, burrowers, flyers, etc. all get a tactical advantage

3 Replies 5,190 Views

Please consider removing detailed information displayed about an opposing force/city/etc. Why? --Because you are the opponent. You shouldn't know exactly their stats and abilities and hit points and etc. unless you have a magical way of getting it. --Your sources of information/scouts simply couldn't tell you this much without prolonged and dangerous observation --It makes the game more exciting to challenge a city/army/cr

3 Replies 4,656 Views

RATS! My kids sure loved all the animations and tile building they could do--we did it together. This was a good family time....don't suppose they would bring it back?

4 Replies 5,357 Views

First, likes: -the UI does look better -like the apparent 'back to basics' thinking behind the 5 ways to win--seems like game fundamentals are now clearer (good for everyone) Second, questions/features: --the events method you mentioned as possible to having random champs be hirable is pretty important, IMHO. If not it puts the stay at home Sov at a disadvantage, even if their towns and armies are really prospering. So, you could do it at

49 Replies 131,427 Views

Just tried the Tile Editor for the first some in ~4 months. Will put static images on the 5x5 grid (like buildings), but the Pedestrians don't appear on the grid. The thumbnails do appear at the top of the screen, but not on the grid. It used to work. Is this 1.2c issue or should i reload all of EWOM or ???

4 Replies 5,357 Views

Queestion: Do huts, abandoned caravans, battelfields, etc. ever hide a monster/start a combat? I haven't played enough games to know if it ever happens, but even at the start of a new game this would add a fair amount of 'sphincter factor' if nothing was guaranteed free. Perhaps it happens less often in the first x turns and increasingly becomes more likely...

1 Replies 4,674 Views

Somewhat agree. Reducing micromanagement= good and necessary. While more studies might produce more knowledge, the MoM method of having more advanced buildings required to get advanced benefits seems less micro and more like 'important choices you get to make' to me. Somewhat specializing of cities, which has been discussed elsewhere ad nauseum. Building 25 studies seems tedious to me. Building a study first then upgrading (or adding) a knowledge center

9 Replies 45,302 Views

A recent SD post (can't find it now, rats) said that pacing was identified as a key issue needed to increase fun in eWOM. As I look at some of the ideas I loved in MoM and a few other ideas I've seen posted here, many of those help with pacing. So I would really appreciate knowing if any of these ideas might be coded into any of the future SD releases or if they will more likely need to be mods (or even not possible with the EWOM engine). I'd appreciate SD

1 Replies 5,554 Views

Kudos. Having the spell-effect linkage is a good win for a request that's been on the site since very early beta. In terms of lots of variation, I have to agree with larienna--I think average players will tend to find those weapons with reasonable values and stick with those. However, if you make training requirements to be able to use these weapo

164 Replies 295,358 Views

I delayed posting a reply to think about it. So... I agree with the Op it's not much fun. A manual won't make up for that, sadly. Mistwraithe got it mostly right: a {fantastically huge} content patch is needed. Examples of not fun: 1 Using the same spells every game at the start. 2 Having the same spells to choose from every game start 3 Picking up lots of goodie huts/+10 materials/midnight ston

29 Replies 27,609 Views

[quote who="TheProgress" reply="16" id="2875690"]I'm sorry, but roads and rivers are the last thing Elemental needs in order to be interesting. Wide ranges of unique monsters, distinct races, clashing magics and terrain types, secret relics locked away in forgotten tombs. This is the stuff that will make Elemental interesting. Not infrastructure or water.[/quote] Yup.

67 Replies 220,736 Views

Agree with most of this. I haven't played for over a month because it's just not fun as it sits today, in comparison to MoM. IMHO. I can't recommend the game to others as it is today--it just doesn't have any depth. To add depth, in addition to your list above, it needs: --a sense of wonder (that spell is so cool I'll stay up for 3 hours till I can get it, that race can do X which I want so I MUST conquer them, etc.) --a sense of fear (ooh, here co

41 Replies 135,565 Views

[quote who="HallowedBMyName" reply="19" id="2858126"]Good list, seems like it covers a lot ... except for one thing ... A BETTER MAGIC SYSTEM! I know that this has been mentioned a LOT (and I mean a lot) on the forums, but seeing as how your list doesn't specifically state anything about the magic system (I know you said it's not exhaustive, but this is important), I thought I'd reiterate. The magic system (spells, tactical magic, overland magic, more spell

78 Replies 251,004 Views

I agree that the cities seem too large--it seems like the world becomes crowded with cities by turn 250 or so. I'd prefer to see the scaling done so there is more distance between the cities.

30 Replies 90,760 Views