[quote who="John_Hughes" reply="25" id="2565624"]Simple and Elegant solution. You don't pick your Magic Books until you find a Shard(s). Then it simply doesn't matter what Shard(s) you find, you get to pick the appropriate Magic Book. If you don't like Earth Magic, then hope you don't get placed in an area with a majority of Earth Shards. So no Land Screwed possiblity based on Shard dispersal, but there could be some sad Panda's if the Magic Books do not offe
OutlawDR
[quote who="tanafres" reply="20" id="2564962"]I dunno. Most of the suggestions here seem to be geared towards never being 'land-screwed'. But this isn't Magic:the Gathering, it's a turn-based strategy - and in a TBS, being land screwed is a big part of the fun! If you need a resource and it's not in your territory, you shouldn't be able to wave your hand and make it all better and easy - you need to tailor your strategy in a meaningful way to achieve it. And when you do, it
[quote who="Tasunke" reply="17" id="2564837"]I liked the idea of a one-time transformation of ONE shard only, into the element of your choice. Personally I think it should be a permanent change, one that you can only Undo Once, and after that you cannot re-form it. for instance, you have an air shard, want fire. Change the Air to Fire. Then you capture a Fire Shard, and want to use a Fire/Air spell. You can undo the enchant and it will once again be an
I loved the threat of civil war in the original Medieval Total War. Though one of its faults was that it seemed to happen more often when you were weak, and almost never when you became a huge bloated empire, mopping up the rest of the map . One of the main things that makes medieval histroy interesting is the inner threats to factions. To a King, the enemies within his kindgom were just as great as those outside his kingdom. The distinction were all too often very blur
[quote who="imbiginjapan" reply="13" id="2562793"] Give each elemental spellbook a basic spell that allows players to enchant a single crystal and turn it into that corresponding element. So if you start with a Fire elemental spellbook, you come with a spell to change a crystal into a fire crystal. But you can only cast it on one crystal at a time. Using it on a new crystal changes the prior crystal back to its original element. The spell should be relatively cheap, say it costs 1 essenc
double post
Thx for the links [e digicons]k1[/e]
In that recent interview in the multiplaying podcast, he called them Champions...maybe they already made up their minds about it.
But what I feel your idea is doing is giving too much of an advantage to the extreme. So sure, no one is forcing you, but if you don't you'll be at a disadvantage.
I guess also conversely you could add in the possibility to play completley without an army, and gain a boost in magic research But Im not sure I like it, since it favors gravitating towards one extreme, and you'll see less mix in between. Bascially, too much min/max
Champions
EDIT: I don't think there is a problem if a player could have all fire magic as a fire mage. Its just a matter on how to do it exactly, and making sure its fun, engagin and balanced. As for my suggestion, you could increase the number of shards you can enchant as you level up your magic. Maybe you could elaborate on what you mean by the dangers of wizardy specialization. As for your problem in capturing a shard, thats really an easy fix. You simply lose your enchanment if you
Give each elemental spellbook a basic spell that allows players to enchant a single crystal and turn it into that cooresponding element. So if you start with a Fire elemental spellbook, you come with a spell to change a crystal into a fire crystal. But you can only cast it on one crystal at a time. Using it on a new crystal changes the prior crystal back to its original element. The spell should be releatively cheap, say it costs 1 essence to cast. But that is still significant, since that is
Not much different than any other mutlibillion conglomeratio n. All you can do is choose the lesser evil, like we really have a choice in this.<span class="Apple-style-span" style="border-collapse: separate; color: #000000; font-family: Arial,Helvetica,sans-serif; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-s
[quote who="CodeCritter" reply="11" id="2559009"]If you turn Advanced Lighting back on, and delete your prefs.ini file (found in my documents/my games/Elemental) do you still have the problem? [/quote] I deleted my prefs file, restarted the game and AL was on. Everything did look fine, but I changed my resolution. Restarted and both the unit design page and design unit page were black and blurry. I turned off AL in game and both unit design page and design unit pages
[quote who="stevelamperti" reply="10" id="2558500"]Turning off advanced lighting did fix the problem for me.[/quote] Same dxdiag - http://pastebin.com/Vt38GDDS debug.err - http://pastebin.com/g9Q9s0Lk
Interesting, though I’m pretty sure it’s intentional. Crude but intentional. I’m sure its a way to limit city spam and eventually promote the creation of vassal states if you want to expand your power. They might find something more elegant solution to city spam as the beta goes. Maybe the sovereign could lower the maintenance cost of city the longer he/she stay there. Each turn it goes down until it all reaches a baseline. This repr
[quote who="LetRBuck" reply="115" id="2555561"]This is slightly off topic, but what if it were possible for battles over a certain size, or taking more than a certain number of tactical moves, to encompass more than one turn. In addition to being realistic, it would offer the opportunity for reinforcement, etc. Also if razing cities is part of this game, I think it should take more than one turn at least in some cases. Nothing is more frustrating and unrealistic, than having
When you export models into the game, will the models automatically pick up the game's cell shaded Alphonse Mucha-like art style? Or is that something modders will have to implement themseleves?
I play multiplayer RTS, FPS and MMO games all the time, but I've never really played a TBS online before. Love the genre, but multiplayer for it always seemed like it wouldn't work right. If I were to play Elemental online, it would be casual. Different colored leagues, gold/time bonuses are things I probably would never touch. As many have already mentioned, Grayghost described the multiplayer mode that seems most natural, and the one I could see myself playing in.
Beastmaster - Recruit X free units drawn from surrounding wildlife Warrior - Improved combat stats (tier 2), + increased diplomacy with war-like factions, decreased diplomacy with peaceful factions --- Soldier - Improved combat stats (tier 1), + units on the battlefield have improved stats (tier 1) Sergeant - Improved combat stats (tier 1), + units on the ba
Looks really nice, good job. I have been directing friends to this thread when I start talking Elemental to them for the first time, so keep it up [e digicons]:thumbsup:[/e]
I agree, the reveresed image looks aethetically better. Boxes nowadays have that front cover that opens up from the right. The reversed image looks like its enticing you to open up that cover and read about the game. The original is awkwardly looking at the spine of the box. Also adding an army in the battlefiled with some sort of big beasty in the middle would give it some added epicness. I would personally shift the castle and soverign a bit more to the edge, to give more sp