Tim4fun

Tim4fun

Joined Member # 3605369
57 Posts 70 Replies 508 Reputation

This is one area I haven't personally seen a lot of progress in...graphics yet, gameplay no. Others have commented on making Elemental less mechanical in tactical battles. As others have said, tunneling, squares under trees, tall grass, flying, invisible, knockback from large creatures, etc. should be part of the game. Giants should throw boulders and probably have knockback Elementals should burn/ice/wind damage, and have knockback Wolves should be hard to see t

0 Replies 1,237 Views

The Shop should eventually have some items available that are special but expensive. The unlocking of Traders should increase the likelihood of buying something cool. Spell charges, magic arrows, potions, flying carpets, you know-but something more than just the Tech can unlock. Certainly there are old artifacts lying around which the Traders find and can be either good or bad?

2 Replies 2,055 Views

I find no matter the Kingdom faction I choose, creating the combat units are just too similar from game to game. It takes quite a while to build up through the various techs that I tend to choose the same ones. As a MoM fan, I've previously suggested following their model of fantastic units, which is not popular with some here, but if not that, PLEASE give us something more creative in units so every game is really different much earlier. It seems like there is a logic issue her

3 Replies 2,563 Views

Variety adds to the fun; I'd like it to be possible for all spellcasters to make a mistake. Higher IQ hopefully means less mistakes, right? Getting hit in the middle of casting should increase chances for mistakes. So impacts of a casting failure: they could lose {some/all}: mana, action points, spell takes effect on you, spell affects your army, spell fires on empty square, spell dissipates, etc.

2 Replies 1,758 Views

I know the spell contest is going, but there are a LOT of missing realms of magic IMHO, or realms with only one spell or two. Here are some to seed ideas: Air, Earth, Water, Fire (these are there) Animal (Summoning?) Body Control Communication and Empathy (some in game now) Enchantment (some in game now) Food (some in game now) Gate Healing (some in game now) Illusion Knowledge Light and Darkness<

0 Replies 1,135 Views

In an earlier post, Frogboy indicated some day he'd like to see more give and take of Magic by the spell casters. Well, if you increase resistance to spells of one of the main domains by controlling shards of the same type, it would a. cause you to need to learn which shards your foe controls b. cause you to potentially cast spells in combat with little effect c. allow protracted battles between channelers So maybe have resistance to fire go up b

0 Replies 1,088 Views

No pattern detectable; just have auto-turn enabled, and at about turn 150, one turn I had 750 gold and the next it was negative 730. No big events happened that I could detect (no crashes, enemy sov defeats, etc.). Sorry can't give more detail. p.s. Happened after a complete uninstall and re-install.

1 Replies 1,405 Views

Created a game specifically with a name I chose. A few saves later, exit the game completely, restart Elemental, and the name that splashes as the world loads is different than what I created. This has happened for some time but I couldn't prove it, now I can.

0 Replies 2,507 Views

[quote who="TarlSS" reply="23" id="2834702"]What the earlier poster said about not being able to invade in GalCiv really rings true. You SHOULDN'T be able to rush an opponent's CITY with something like a warlord and sentries in the first 10 turns if the guy has the misfortune to spawn next to you. That really limits options on maps that are smaller. Drop City Walls as a tech and a structure, and simply add them to any city level 1. You shouldn't be able to bypass the walls without

64 Replies 213,652 Views

I've done almost exactly the same thing many times. I really haven't brainstormed on solutions: these are really quick. 1. Opponent should be doing something similar, and thus when you attack his cities he has some defenses. 2. Opponent should be tough enough in combat to not make it a cakewalk. I would like to see many options of Offense/Defense for the AI to choose during battle (buffs, illusions, summoning, etc.) 3. I would really like to see the winner of a

64 Replies 213,652 Views

It would really be nice to have a Summoning spell, similar to Summon Familiar, which is a Flying Scout. Make the map be revealed faster and also feel less frustration at encountering dead-ends/lakes/mountains...

0 Replies 1,060 Views

Repeatable Cast Arcane Arrow on opponent; white numerals indicate 4 damage typical, but on mouseover of figure, HP is not showing 4 less. Opponent hits you with weapon; white numerals show -6 damage; my character's HP doesn't show -6 less. Also, Arcane Arrow says it will do 75% of damage based on intelligence, but it's more like 25%

0 Replies 974 Views

From Sethai, i would also like a separate and totally different UI for casting, that doesn't eat up the screen. like a small overlay at the side that just shows small icons, and gives the details as a tool tip. have it open automatically when i select a channeler. One word: Yup.

10 Replies 45,411 Views

PLEASE make the UI of the Spellbook less clicky. OnMouseOver of a spell could show the spell details, and right left click could cast/learn, instead of the extra clicks. Or if you really feel a need to use left click to select, at least let us use Right click to cast/learn. Thanks for considering.

10 Replies 45,411 Views