Tim4fun

Tim4fun

Joined Member # 3605369
57 Posts 70 Replies 508 Reputation

But the button "This trade seems good to me" doesn't appear, to allow you to try to 'conclude' the extortion, so you couldn't ever suggest an amount. Say I'm at your doorstep with a 1000 battle point army; I could ask for 50 gold to go away, or 5000, but without the button activated, there would never be an amount proposed for the extortion...

3 Replies 3,027 Views

In some games of 1.09e, the NPC Sovereigns would threaten me and try to extort money. Can we do it to them? If so, what menu/choices do you use to do it? Every time I tried to envision how to use the 5 choices on the Diplomacy menu I couldn't figure out how to do it....

3 Replies 3,027 Views

I REALLY REALLY WANT to be able to use the multicultural assets of a taken city. That is huge fun for me. IMHO, this is a balancing issue not a problem. Some of the most fun that MoM provided was you could get access to new racial advantages and tools and units without limitations. It becomes a strategic advantage to go for those cities. In pre 1.1 play I haven't had many games where a city was unstoppable, because I used strategy tactics. But I agree w

21 Replies 18,159 Views

I think it would be more fun if I could trade for any combination of any asset for any other asset. And, without requiring the Tech tree research. I'd like to trade say a bunch of resources for a Treaty, or a marriage for a Treaty, or a marriage and a resource for a Treaty. Have the Tech tree limitations be removed so I could do this from day one, but make the Tech tree research a HUGE bonus to this. So maybe without the Tech tree it's likely you can only tr

1 Replies 3,387 Views

Does anyone know the major reasons why SD included the Sphere of Influence in Elemental? If nobody knows SD's reasons, why would you advocate it's use in Elemental? I've been unable to find these reasons listed anywhere, and I'd like to see a high-level list (details not needed). Thanks in advance. Edit: Changed Zone of Control to Sphere of Influence. Sry.

22 Replies 9,374 Views

Upon some reflection, I see why this is an important issue: too much resource management and the game looks like Civ too little resource management and the logic breaks down for a sophisticated gamer I loved MoM because the resource management WASN'T as detailed as Civ, which I found ...tedious. I got to do War and Magic, which is what I bought the game for. I suggest for Elemental, if possible, that the base game focus on War and Magic

278 Replies 548,133 Views

Not sure I'm on track with the post, but... I'd sure like a Trading option to convert resources. Like in Settlers of Catan, I can envision this adding fun and variety: maybe once you create X building (Trade Center) you begin *possibly* attracting Traders who will convert some of your materials for a price--maybe gold, food, metal, etc. Yes, you can convert some materials into weapons with your own buildings (metal to swords) but Traders might exchange foo

278 Replies 548,133 Views

In re: NTJEDI's post above: OH YES THIS IS IMPORTANT!!!!!! PLEASE STARDOCK--read this one and consider it. It would add a LOT of ambiance and character to Elemental. Great post calling attention to this--it's been bugging me a long time just didn't know how to put it into words, and your fix seems pretty simple. I would also submit that a large list of hero names with a subset selected at start of each game wil

95 Replies 300,640 Views

I liked a lot of Nathikal's suggestions. My list: 1. Better AI 2. Much more sophistication in tactical combat system. Location-selection, Initiative, damage types, legitimate use of towns as cover, must break down a city gate to enter, use balanced ranged weapons, experience bonuses for units surviving battles, more advantages of terrain, more impact of morale. 3. Much more diverse magic spells and a better interface. I find myself always cho

33 Replies 19,412 Views

I've seen other posts talking about the relatively low variety of spells, but it didn't make this list, and it should have. If you search on "number of spells" you'll find some excellent posts on ideas to make the magic much more interesting. Illusions, battlefield fogs of war, more buff's, more overland spells, lots of good ideas. I recently saw MoM had something like 40 spells per 'element'--seems like in 2010 we should be able to be creative enough to come up with double

54 Replies 29,536 Views

Good list. I've encountered a number of these as well. One thing about the Teleport which makes me think it's going to be hard to balance: if the AI would start using it and pounding on PC's like we use it currently, it will really make it hard to defend against the Force projection army Frogboy has discussed elsewhere. Can the AI use it well? Maybe it would be more fair to have a limit on the number of units or even weight limitations (no elementals,

17 Replies 58,254 Views

I have never understood the requirement for the ring of influence to affect where you can harvest resources. If I have an army big enough to take the resource, why can't I harvest it? Seems like a limitation imposed for some balancing reason, which I'd like to see removed. I can see where it has a little value for "trespassing" concepts but not for resources... Be nice if this was moddable...

131 Replies 266,816 Views

1.09 AI observations small map, 6-7 opponents, all set to Hard. --AI Sov and Champions (AIS/C) don't prioritize long-range attacks on my Sov/Champions, rarely using spell attacks as first/default action IMHO The most dangerous units should be assumed to be the Sov/Champs. But normally an AIS/C will target my summoned units (Rokoth, etc). Sometimes an AIS/C will cast one mass damage spell (Blizzard) but never two spells in a turn. Never ha

12 Replies 6,541 Views

Cool insights--thanks for sharing. As others say, you're pretty unique and that is a very powerful asset. I encourage you to see the potential in Elemental and keep pushing till it's where you wanted it to go regardless of the critics. A fantastic product in this genre WILL become a classic because there are so many ways to use it to have fun. The game, modded games, animated creature editor, map builder, world builder, multiplayer engine--all these result i

77 Replies 55,871 Views

I'm: In favor of an initiative role per unit In favor of modifiers to the initiative: Equipment (heavy armor gotta slow you down!) Speed Spells and/or Magic items Leadership Special Attributes (morale?) In favor of some kind of Stealth ability, it would really spice up the combat and make a good unit differentiation. Maybe Stealth units can be pl

38 Replies 25,524 Views

I agree with others who were disappointed that B isn't what we got at release. So, if this plan is what it takes to get to B and C quickly, do it. Expectations are important. While I like to know what's coming, I'd prefer major gameplay elements be playtested before they are 'floated' to the community. I was in the beta but don't really think the communication was clear about major decisions. Not the tweaking or the balancing, but the MAJOR elements. For

193 Replies 141,603 Views

I think these are very good ideas. Another poster suggested additional effects based on {fire, water/ice, etc} type of spell. Combine these two posts and the magic system would be better. I would make the shards have multiple benefits though. Not only should they contribute to the mana pool, they should be required for some higher level spells and higher damage spells and also other effects. See this post: https://forums.elementa

12 Replies 6,193 Views

I fully support these ideas as they add richness to the magic which is really needed. Couple more possible impacts of different magical attacks: ice/water: slows movement/attacks/defense for x rounds (already somewhat in the game, amplify it) fire: slows movement/defense and/or reduces morale more quickly; makes animals flee (and units on them are ???) earth: slows; brings flying creatures to ground; &n

5 Replies 7,244 Views

Though I vote No, here's why: I believe there are many other things which need fixing first. A better tactical battle system, a better magic system, more options for capturing resources I've put in other posts, and difference in combat units. Then there's the balancing that Frogboy admitted would take a long time. Then there's making the game feel less mechanical and more 'magical' that only comes after balancing. Once that's all

420 Replies 1,127,843 Views

Mostly agree with this list, especially initiative issues (all on one side get to go first, then defender, = not so good) add on: --few unit buff spells in the spell book allow units to be much tougher than they normally are. "Heroism", tactical def+5, tactical off+5, all stats + x, "Lionheart", etc. kind of spells seems pretty lacking. This is important because, IMHO, an enemy should be required to cast a spell (and Resistance should matter) on your army to

57 Replies 110,165 Views

If you're receptive to brainstorming, how about this? Ask the community if they would pay for a very MoM-like game (but updated) as a separate game and get the laid off developers to make it. If the community responds positively enough, it would be a way for the MoM fans to get what they want and the unfortunate developers to have some work while they look for other jobs. It would also be a way to leverage all the engine work done and shouldn't be that expen

14 Replies 12,843 Views