Black-Knight

Black-Knight

Joined Member # 3831966
106 Posts 365 Replies 752 Reputation

The following is a list of problems that may not be strictly bugs but in my opinion should be addressed: 1) Annoying: Unable to control movement point on roads: when you move on a road there is no way that I know of to control how many movement points are left. 2) Annoying: Also there is no way to know where your units are going to end up BEFORE you make any movement. In other games (IE Age of Wonders) you click once on the tile you want to go and a trail appears on the map st

10 Replies 9,284 Views

[quote who="coyote303" reply="12" id="3293275"] When 1/3 say it's overpowered, 1/3 say it's too weak, and the other 1/3 say it's something in between, maybe it's just right! [/quote] Good point but there are other skills that I would never consider as powerful, so IMO a we could use a little balancing... Connsider that champions can be fast and they just never die!

18 Replies 11,970 Views

Hi I tried most skills in the game and I believe that the ADVENTURER one, which allows to hire heroes for free definitely gives too much of an advantage. It is like having thousands and thousands of gildars. As long as you manage to quickly research the heroes hiring skills you can get several level 9 heroes quite early in the game (which you can do by just concentrating on that research while finding a couple of libraries which give you free research points). Whil I love that skill I

18 Replies 11,970 Views

Also let me add, why can I enter a forest if I only have 1 movement point? Enetring a forest should cost 2 and in fact if I already am in a forest entering the next forest tile costs 2MP... makes no sense and it's another thing that makes planning your moves very hard (extremely annoying in multiplayer I imagine)

2 Replies 11,343 Views

First of all congratulations for the great game which delivers exactly what expected with not so many bugs! But let's not waste any time being positive and focus on what really matters: the bugs. here a few for yah: <span

2 Replies 11,343 Views

It's a very good game. The only Space 4x I have been actually enjoying after MOO2 (Masters of Orion 2). It has less stuff than MOO2 but it's beautiful to look at, and quite fun. In fact it is a lot like that game and hopefully with expansions could become as deep and interesting. Compared to MOO2 it doesn't have: ground battles, a city development system with buildings one can actually see, a tech tree based on different kinds of government (dictatorship, communist

207 Replies 628,498 Views

Well if in your opinion our Frogdude has done Shostakovich with Elemental War of Magic, man I got no answer for you!!! [e digicons]:D[/e] Certainly "ABBA" in your post is used as "commercial bullshit", which no strategy turn based game ever is. If someone wants to go commercial they make a RTS not a TBS game! So the comparison doesn't really work. Probably the professional reviewers mentioned above just try to anticipate the tastes of the masses who like those silly games.

64 Replies 223,063 Views

[quote who="Cyclone_Jack" reply="57" id="3151244"]As for comparing it with FE, I don't really think I can, as they are so different. FE uses troop stacks with heroes and plays out on a tactical battlefield, has research paths, and quite a bit more variety on city building, troop customization, more varied sovereign and race customization, etc. Both games do what they do quite well, but they really cannot be compared any more than you could compare Warlock with Civilization, Age of Wonders

64 Replies 223,063 Views

Well I am glad this thread had a certain success, I just came back and saw most people seems to pretty much disagree with me. Ok, no problem, I certainly hope FE will be deeper than Warlock. But I do like the way those guys managed to balance things out and get them out all polished in a game that works in fact very well. Of course being a wargamer myself I like to appreciate that aspect of the game, and the squares in Elemental have always been a huge turn off for me. Also I think it

64 Replies 223,063 Views

I just saw the new game by Paradox and I have to say it is really a very good version of this kind of games... In facts it is A LOT like this one in particular... In fact it even adds to it all I ever asked for: 1) Hexes 2) A rich and spectacular strategic map (no tactical battles since it works pretty much like a wargame) 3) No stupid teleports (only portals that allow you to travel to different planes: pretty much like doors to different places) 4) Multiplayer not yet avalable but will come

64 Replies 223,063 Views

I would like to know more about the city system. How do cities differentiate from each other in terms of specialization, and are there spcific building to actually make them look special and add punch to the wow factor? May sound silly, but "working" for hours on the development of an empire in my opinion needs to be repayed with stuff that looks very unique: a beautiful palace, a huge tower, a special magic fortification... Maybe even stuff that is so rare that you may not even be able to se

52 Replies 258,164 Views

[quote who="Frogboy" reply="92" id="3053658"]Having spent a lot of time on both, the biggest problem with WOM's combat system was lack of variables. It was too simple and as a result, Lord Hammers were always the best melee unit and it was always best to have the heaviest armor. The saddest part about WOM's combat is that it didn't really need a lot more variables, just a few. In FE, you've got things like weight, accuracy, initiative right o

96 Replies 63,902 Views

I really wouldn't put any other button anywhere near the end of turn button. Other than that Looks nice. Also I agree with the poster that said the empire too should be able to ride horses. Maybe wolf riding should be a rare skill and those rides be slower but tougher... Maybe it should be a skill the sovreign can choose when making his character (besides wolves don't look like magical evil creatures in this game, they would be perfectly realistic as a mount for let&#3

75 Replies 163,036 Views

[quote who="seanw3" reply="12" id="2981048"] Since we are talking about time and realism, I want to point out distance in Elemental. How much area does a single tile cover? How does a city use up the distance it takes half a season to travel on foot? Somewhere in the forums I have explained this, but I lost the link. Anyone find this strange? [/quote] A city can cover let's say 20 tiles, therefore if you enter from one side and exit the other you can cover in on

15 Replies 55,917 Views

100 turns ago (25 years ago) one of my units approached an enemy city. Since then I have always been able to see what kind of units are inside and I thus been able to prepare a battleplan from the comfort of my castle, in another continent. I believe that having the content of a castle be completely invisible would be realistic, but would also make very hard to prepare for the fight. In Age of Wonders units are visible inside an enemy city as long as that city is in the visual range o

3 Replies 5,793 Views

When recruited heroes are indeed different from each other. But they all can get the same weapons, they all can be imbued with magic... after a while they are all the same. My suggestion is to limit heroes in what they can do. That is a big mistake in a gameplay which in fact repeatedly has been described as one that tries to "do too much". Heroes IMO should be specialized in the kind of weapon/armor they can carry. Maybe some of them are unable to use swords, but get a bonus

9 Replies 44,177 Views

[quote who="Frogboy" reply="4" id="2983702"]That said, to keep expectations realistic, you should all assume FE will suck and give you cancer.[/quote] The best marketing line of all times, that's why we love you dude. Now I can smoke all the time while playing with no remorse.

28 Replies 40,343 Views

Because cities (at least according to some old post) were supposed to be specialized, I suggest that the sovreign should improve A LOT the bonus given by whatever city he is in. So that the city with a wizard tower (or THE wizard tower if there is only one) could be the one improving magic, while the city with let's say the "central bank" could be improving the income... That way wizards would have a reason to move around or choose a specific bonus. Anyway I agree leaders should not be en

34 Replies 24,804 Views

[quote who="onomastikon" reply="68" id="2979561"]...The main problem will exist that certain things are difficult for the AI to use because their worth and their correct implementation are difficult to evaluate; certainly teleportation (or other forms of spatio-temporal resource manipulation) is one of these. I think that should not mean that these elements should never be in a game, only that players should be aware of the weaknesses the AI will have with these and try not to exploit th

70 Replies 192,000 Views

[quote who="TorinReborn" reply="5" id="2979501"]I would say Age of Wonders does it great. My lvl 15+ hero there is very powerful. It can singlehandedly kill any faction top monster 1v1 and lose just a bit of health. But it cannot defeat whole armies, especially when spellcasting comes into effect. If I send him too far ahead they can gank him and kill him. And it is perfect this way. Better then MoM when once you got a group of 5 heroes with a couple of levels each and some equipment there wa

14 Replies 57,847 Views

Totally agree with the OP, should I also mention "hyperspace"...? You guys know what I mean No, really, Stardock cannot create a fantasy game and think that units move like in a space simulation! Descovering and moving through a fantastic fantasy land should be a priority! Units should have bonuses when moved across specific terrains, they should be able to hide in forests or modify the terrai

13 Replies 89,004 Views

[quote who="seanw3" reply="66" id="2979450"]@Kantok, Hehe. I just had that same thought on the other side of the forum. City Portals would be a great way to differentiate a single race or shard. If properly balanced, it would mean that society could build light garrisons in every city and be sure they can all come together for defense. It makes an island strategy more feasible too. The most reasonable implementation though, is a world wonder at the end of the tech tree or from a ve

70 Replies 192,000 Views