How about a spell that knocks the defending stack out of the city? I loved doing that in AoW with the tornado spell.
Magog_AoW
[quote who="Frogboy" reply="5" id="3080651"]Caravans, as a unit, are going away.[/quote] I like you.
It would be cool if the AI could feint... For example make an obvious rush for one unit and then halfway there turn around and target something else. Just knowing that the AI could do that would mess with the mind of the human player for sure.
[quote who="Austinvn" reply="60" id="3077762"] FE has a few exciting techs that open up something completely new - the dragon ally tech comes to mind - it needs more. All that stuff in the lower end techs really needs to be accessible from the beginning with no research, or consolidated into fewer techs. I've only played a handful of beta games and I'm already sick of re-researching very basic stuff like groups of soldiers and inns and shard harvesting. Remove or co
I've seen this too. Are you guys running WinXP as well?
I say screw the fiction and make a good game instead. The story in Elemental is imo rather uninteresting. If we could move away from conventions like, how things are supposed to be after a cataclysm, how things are supposed to be in a 4x game, how things were in Master of Magic etc etc, then we would end up with a better game. Remember WoM? The world was completely brown because "there had been a cataclysm". It did fit the story but it was very boring to look at, so it was a poorly ma
[quote who="psychoak" reply="28" id="3072149"]No, Twilight is much better than the prequels... [/quote] Agreed. I'm not watching or playing anything Star Wars until they lay off this prequel crap. If they make a new x-wing vs tie-fighter game set in the prequel timeline I will kill something.
I think every resource should have its own tech tree with like 10 levels. Then you could specialize your armies with enchantments from crystals or stainless steel swords from iron or whatever. It would at least be a choice to make and it would not be the same from game to game.
We've talked so much about all of this since before the beta of WoM. There are threads with hundreds of posts like this that are two years old. They are obviously not going to redesign TC at this point in development. * We have squares instead of hexes because Brad likes squares better. And he will not code a new game engine. * There were all kinds of fuckups in WoM because they tried to support older systems. Pixel shaders etc... * I think tactical combat should b
The Dirge of Ceresa spell is way op since it deals damage to each individual in an army group separately. In two turns on the battlefield my sov wipes out all grouped units in one shot. And it's not even expensive to cast.
Last night I cast corruption on an earth node that I had under my control. The earth node disappeared, but only visually. Next turn an exclamation sign showed up and I could build a death node in the empty tile.
I agree with Xia. There's absolutely no entertainment in research as it is now. During my last game I decided to (if possible) make a mod that gives you all techs from day 1. Research could be fun though if there were more branches and specialization. Now you just research all techs one by one. It is very similar to city development. Both seem to be in the game because they just have to be there, they don't add anything to depth or gameplay.
I don't like the mega-champ design at all. But the problem is that if you make them weaker they can't go questing, and if you make trained armies stronger you don't need champs anymore (except as a token dude that makes it possible to enter quest tiles). I think questing and warfare needs to be more separated, but I'm not sure how to accomplish that.
Very good post OP, was thinking about this myself last night when I realized I was going to win a game but still had 3-4 hours left to play. The game needs to remain interesting even at the late stages, but I'm not sure how to accomplish this. Most 4X games have this problem so solving it is non trivial. I have a few ideas though. * Being at war should give an exponential increase to unrest in your cities, so eventually you would have to make peace even if you could wipe o
[quote quoting="post"] Complaint 5: The world needs more…umph This is one of my main gripes. A long time ago, the goal of the look of the game was a kind of cell-shaded look. This evolved into Illustrated look. But illustrated doesn’t need to mean desaturated and brown. Now, mind you, I’m no artist. But just playing around with Photoshop I got this (barren land): So in the above picture, I took the dullest looking area and tweaked
[quote who="alaknebs" reply="126" id="3068603"]Elemental: War of Magic - Fallen Enchantress http://worthplaying.com/article/2012/1/28/news/84915/ apparently the name got longer and longer[/quote] Interesting that there's a hole paragraph about the awesome multiplayer mode...
So it only costs 25 mana? That silly... I don't see the point of it either. I thought the sov was supposed to get some sort of penalty when imbuing.
[quote who="Ratatosk7" reply="25" id="3062744"] Quoting StevenAus, reply 9It seems that after the initial positive reaction, things have cooled a bit. What can be done now to significantly change FE into a better game? I think for the most part we can all agree that FE is going to be better than WoM in many fundamental ways. Some people may seem overly critical but its mostly because we all want to make sure various things are brought up and pointed out
I agree with pretty much everything (except for the stats, I like stats...). It's a mix of design flaws and lack of content that keeps me from playing more. If I have played one sandbox game I never have to play another one because I will recruit the same people, go on the same quests, build the same buildings etc. The whole questing thing is good on paper but you need to have hundreds of quests to make it interesting. I really don't want to escort a noblewoman in <em
Stardock wanted champs that could take out entire armies, so this wont change. Looking forward to when we can mod stuff...
I met some new guy and after the greetings the game froze. Had to alt-tab and end with task manager. Files: http://www.shell.linux.se/dsk2293/elemental/fe/crash_1.zip
A bug with the function that automatically enters the custom sovs name into the backstory. 1. If I change the sovs name in the screen where I change background and pose, the name will not change in the backstory. 2. If I create a sov named "Bob", then create another one right after, the backstory still says "Bob" and disregards the name the random generator gave.
Agree 100%. This is WoM leftovers that needs to be removed ASAP.
So I do the rat quest and the noble woman quest, then what? Click end turn until I have researched Breons letters? There's not enough content in the early game. And the little content there is you get to see in every single game you play. I know it's beta but... I said that about WoM as well.