Awesome! Thank you guys for working so hard to bring us this game, and working even harder to respond to the gaming community! This whole list looks awesome!
Malsqueek
First off, I agree with all your points. This wonderful game needs some more diversity with its magic system. More on point, however, your idea of casters drawing extra mana from environmental developments is stellar. It does complicate your casting children's usage a bit (what with having the capacity to become full fledged channelers as well). A few mana generating buildings, some champion improvements which increase elemental affinity, and perhaps the odd m
Why do you want to turn one of the first real tactical turn based games in the last decade into yet another RTS? Yes, the system has its problems,but with a little more tweaking of the numbers aspect and a little working with the idea of giving units the capacity for semi-unique abilities (first strike, ignore armor, poison, etc...) you could make it work really nicely within the bounds of the game it is shaping up to be. I paid for the game the d
I like this stuff. I would also like to see a quantitative difference in how the various elements handled in-combat damage dealing, and I would liek to see those differences at all levels. Fire should be the highest damage value of all the elements. It should also have the capacity to do DoT effects. Air (lightning) spells should have the capacity to deal lower overall damage as compared to fire, but ignore armor, or move un
First off, Stardock I'd like to say thanks for making this game. It is a great deal of fun even as is, and once polished will probably completely resolve my 14 year complaint about a lack of a legitimate MoM successor. #1; I have noticed that as my groups of units get killed down to one model (explicitly the groups of 4 getting killed to a single model), they retain their stats and their health, but never regrow their additional party members. They gain their health bac
I wholly agree with the OP on this. I have as of yet not been able to make a combat character who was worth a damn, and the casters are freaking fantastic about every 23 turns when their mana regens. I would love to see some form of skill system attached to the stats of the character and administered at level intervals (or even just a stack of "one of these four" choices). I'm not saying I want Torin the Chosen back, just that it would be nice to
My Logitech Mx510 has the exact same problem, with new drivers.
I've noticed while placing city plots that the mouse gets really goofy. Oftentimes actually creating the new construction in a square different (but nearby) the one I was intending to build into. Similarly, while I try to select multiple units from a city stack to move out, if I hold down Shift while I move the mouse, it moves REALLY slow and jitters by about 1/4 inch. If I move my pointer over the unit, press shift and click, then release shift and repeat for all units
I also have had both of these issues. The sound thing is intermittent, but always occurs at the start of tactical battles and persists until reload. Does not seem to matter what models are involved. For the Tactical freezing. I just got that today. I was defending a newly conquered city from a stack of many spear men of differing sizes. Near the end of combat, I made my second attack with a summoned fire giant and the game resolved the hit against
It seems as though I only get a few tactical battles in before my "Action" audio totally drops out for them. I still get music, just not the sword strikes, spell effects, and walking sounds. I would really like to hear my opponents get torched. I run Win 7-64, and have a Creative Labs Soundblaster audio card from the X-Fi line. I have PLENTY of Ram, 2.8 Quad CPU, and 1 TB Storage, so none of those things should be a problem.
In terms of combat actions, frankly, I'd like to see a more direct pull from MoM for Tactical Combat. Melee Attack costs 1/2 of all your move points. (optional "Swift" ability which makes attacks cost 1/3) Ranged Attacks cost 1/2 your move and can only be made once per turn. Spells may be cast once per turn per caster, and cost 1/2 your move. Melee Counter Attacks use 1 "Action" per counter attack made
I REALLY like the city leveling idea. I like that you can build "offsite" material collection buildings. I like that there are a giant screaming pile of upgrades for each city as well. I would like to echo some of the OP's frustration with the rather bland cities, however. I, for one, REALLY enjoy the ability to specialize cities, and keeping us from placing more than one of any given improvement really frustrates the city developm
Seems to me that there should be a difference between "city" and "settlement". Have settlements be built by settlers, created at cities (much like traditional TBS games), and cap their development at 2 large squares. That gives you enough room for one resource and some stuff or two resources. Settlements do not reclaim land the way cities no, nor are they are versatile or productive. If a sovereign feels so inclined, they may go, follow up with a settlement, and infuse
This is an area where I think it would be best to refer to "Master of Magic". "Attack" is a perfectly fine solo stat, so long as there are "types". In MOM, there were a couple basic types of attack, and each unit got one (two if they were ranged). That way, if they dealt a magic/fire attack they were good against everything that didnt resist magic or fire. That adds complexity to the strategy without adding a whole ton of confusing micro to the combat system. Wi
While I agree with pretty much everything said here, I think Elemental will be able to get away with less of the "research this for BRAND NEW STUFF!" and more "Improves: blah blah blah" in the [i]Technology[/i] tree, provided that the Magic system is as robust as it seems like it will be (Volcanoes, anyone?). In fact, I'd hate to see Technology trump Magic in this "universe", since the whole point is harnessing the essence of magic to revitalize the world. And a
I was looking over the dungeon suggestions just a bit ago, and an interesting idea came to me: How would you guys feel about the heroes having base "archetypes"? What I mean by that is their motivations for wanting to join. There will of course be mercenary types, they are attracted to wealth, and the more you have the more they want to work for you. Additionally, if thing sstart to get really dangerous (you start losing a lot of heros) they may ask for mor
I am a big fan of all of the above, with the exception of levelling system. I would much rather either have a "skill point" (perhaps too much micro), or some form of "specialization tree" where an initial hero decides wether to fight or cast, then wether to use swords, or crossbows, then if they chose cranged attacks, wether to shoot fast or well, etc. That would allow good customization of heroes without too much micro involved. Also, regarding "what to do" with captured dungoen
I suspect there will be a difference between using a magic spell to make a unit stronger/faster/tougher, and spending essence to create a new breed of scaled, firebreathing alpaca, whose corpses can be harvested for food AND expensive magical gemstones.
I experienced the same thing, when i was clicking through the menus. I simply opened up Advanced, then selected Back out of the advanced screen, and hit OK, then started my game with no further modifications. I did not attempt to click on any of the fallen factions while on that page.
I also just had this problem. I fought and killed one spider, and another one moved into the same square at the same time, apparently. [url]http://img.photobucket.com/albums/v301/Rubberchrist/ElementalError1.jpg[/url] [IMG]http://img.photobucket.com/albums/v301/Rubberchrist/ElementalError1.jpg[/IMG]
I also would not have a problem with teleportation if a few things were observed. First, it MUST be fixed location to fixed location. Building portals in cities OK! Also I would want it to be late-game stuff. Basically useful for easing logistical concerns in your troop deployment and movement. Also useful for trade! I could go either way, but would lean towards those gates only being capable of moving a limited number of tr
I dunno. There is a part of me that really want to support the idea of protracted battles, but I don't see any good and elegant way of implementing it. If you give things a "fatigue" trait, what happens when one team runs out and the other has a little more fatigue? If you go the turn limit route, doesnt that mean that you could just play fox-n-hound and tug your opponent all over the battlefield for two, three, four turns until your big army can ge
I also am a huge fan of this idea, but would probably restrict the "bonuses" from being the first to more of the milestone techs, and not each and every one. For instance, if you are the first to research "metal weapons", ALL your metal weapons get a bonus, even if you only figure out how to make a steel beatstick first, you can apply that knowledge to sharp steel beatsticks, and steel axes. Also, for conquering a city that has a tech you do not have, it should be pretty easy
[quote who="CrazyC0330" reply="7" id="2388542"] With the current build of the game (0.23), the game within a game functionality is not in yet. So you will always see strange behavior in this way. This is also true of loading a game after you've started one, for the same reason. The game simply does not yet have code to cleanup everything and start a new session. You must first restart Elemental. I know it sucks, but that's the deal for now.
Think about how awesome the multiplayer games would be... So you have a team, with two or three subsidiary players ruled by one other player, and several teams just like it. Not only would you have warfare, but you could also have vassals betrayed by other vassals at the behest of another "emporer", with promises of gold and vassals of their own. Lords trading vassalages to other lords for peace, vassals rebelling against their emporer...<