j_wl_b

j_wl_b

Joined Member # 4165602
6 Posts 38 Replies 8,120 Reputation

In essence most of us, that includes me, want Elemental in whatever game title you come up with. To me Elemental , in reference to games, immediately makes me think of Stardock 4x strategy games. I know you would like to avoid bad association with your game titles but to be honest I believe your hard work has paid off and I, for one, now only associate the Elemental franchise with 4x fantasy strategy games that I like.

35 Replies 223,483 Views

How about - Elemental: Anthys Reborn. The story could be that a second apocalypse has occurred due to several warring factions getting their hands on artifacts of vast power and in their their ambition for dominion and power the idiots actually used them. I am thinking of artifacts like the forge of the overlord , that dragon controlling w

35 Replies 223,483 Views

For DLC I believe quarterly would be best. As for what should be in the DLC I would like to see more quests and items but only lore friendly ones please. What I do not want to see is more races unless they can be made to fit the lore of the Elemental universe. What I really want from Elemental is the one thing that I don't get. What I want is a sense of the epic; from exploration and quests to nation building, the clash of armies, and

201 Replies 1,149,295 Views

I like the idea. Allowing us to see the complete list of champions from the beginning and allowing us to forgo purchasing champions with fame until we choose to is a good Idea. However I would like the list of available champions to be by faction, kingdom/empire, and once a champion is purchased by any kingdom/empire it will be removed from the list so that no one else can purchase a duplicate. This also makes champions a finite resource. Once all the champions are purchased there sim

39 Replies 135,840 Views

[quote who="OliverFA_306" reply="15" id="3338643"] IMHO the solution to this problem is introducing the storage concept, meaning that you need some place to store all those horses/wargs/crystals wathever. If you have storage for 100 horses you only can store 100 horses, not 4,000. Let's say that each building in addition to produce resources each turn also has some storage space for those resources. One the storage space is full no more resource is produced until so

57 Replies 52,752 Views

Overpowered? Doesn't overpowered refer to one side having a significant advantage over another side? If all sides have the same advantage how does this make the game overpowered? There is a limiting factor for everyone as well. A nation can only field as many units as they have the money to support.

10 Replies 15,472 Views

I believe that the game would benefit from cities having two build queues; one for buildings and one for units. I understand the devs chose to have one build queue so that players would have to occasionally make some tough decisions. I also understand that they gave us the ability to hurry production with gold to make up for this. However I strongly believe that the game would benefit far more if they instead went back to WoMs two queue system, one for buildings and one for units, and

10 Replies 15,472 Views

[quote who="Lord Xia" reply="26" id="3333201"] Gladius had the best tactical combat I have ever seen. The only time I have seen a Rock-Paper-Scissor approach work well. Probably would have been better without it, but in that game it did work. Should play Ursula's path, get a fucking Yeti sooner then! Fucking Yeti, man![/quote] But if you play Valens and play your cards right you can get a minotaur and then go to the ba

41 Replies 52,340 Views

Have any of you ever played an old xbox game called Gladius. If you haven't I suggest you do despite its age. I think that game has some of the best and funnest turn based tactical battles I have ever seen or played. I would really like to see FE's tactical battles become more like Gladius tactical battles. As a matter of fact I challenge Derek and the rest of the devs to play five or six hours of Gladius. It will open your eyes to the potential of FE's tactical battles an

41 Replies 52,340 Views

[quote who="Ashnal" reply="20" id="3332644"] If any of you played the Master's Affliction mod for FE, that's what I want. Simple improvements you can build that add specific defenders to your cities. Research unlocks improvement upgrades, e.g. Town Guard > City Guard, which upgrades their equipment and adds to their numbers. Conclaves had access to mage towers which gave mage defenders, and fortresses had some higher tier mounted defenders. It doesn'

26 Replies 95,724 Views

On unit sizes: Wildland bosses are large and take up several squares on the tactical map so why can't you use that to your advantage? Make a unit take up multiple squares and have each square graphically hold ten little men. So a company of spearmen would take up ten tactical map squares with ten men on each square. On the strategic map have a graphic of a single spearman with a company flag represent the whole

267 Replies 244,430 Views

I've often thought that influence should be removed from the game and prestige should take its place. You should be able to trade prestige in diplomacy just like influence but it would have a lot more meaning for the player. Since prestige means growth trading your prestige could be painful. So prestige should be worth a lot diplomacy wise if you do decide to trade it but there is a reason for that. It would also give players a reason to buy prestige from AIs at very high cost. If a playe

24 Replies 29,769 Views

I don't know if this has been mentioned yet or if anyone else has this problem but when playing I no longer see forests on the strategic map. I noticed this when my hero started only moving one tile a turn on what appeared to be "Plain" tiles. I moved my mouse over the tiles and found out that they are in fact "forest" tiles just without the graphics.

3 Replies 3,389 Views

[quote who="Winnihym" reply="27" id="3219702"]The idea of a monster lair ZOC (that grows with time and as the lair grows in difficulty) would be a great idea, and would make the expansion into new areas naturally more difficult. If all lairs started out easy, but aged with time, then you don't ever have to worry about placing hard lairs away from where players are; the hard lairs become hard simply because they're far away from players, and take a while to get to. I would

66 Replies 465,996 Views

I agree with Sean that at this point of the game development the devs probably won't change the current system that much. I agree that city level ups need to be much better and more focused then they are and Sean's suggestions in that area sound both feasible and meaningful. As for the pioneer spamming issue I will just copy and paste my response to another thread that brought up this same problem. "...Give monster lairs a zone of control(ZOC). Make it so that cities a

66 Replies 465,996 Views

I thought much the same way for a while but after much thought I came to a different solution. Give monster lairs a zone of control(ZOC). Make it so that cities and outposts can not be built within a monster lairs ZOC. The monster lair must be eliminated before cities and outposts can be built there. The game should start out with a monster protecting the lair and every x turns the monster lair would spon a new monster. The newly sponned monster will wonder within the monster lairs ZO

24 Replies 14,547 Views

[quote who="DGB246" reply="5" id="3212789"]@ j_wl_b I love the double axes idea, that would be really cool and distinctive. I'm not sure they should lose shields tho (they've already lost ranged weapons) - instead I think they should get -10 to accuracy if using 2 axes - additionally I think they should get a +4 crit chance if using just one axe. If they had those perks included plus the special axes, that would really help Yithril[/quote]<

5 Replies 2,755 Views

I really like your spell suggestions. Your suggestions for random events are good but at game creation players should be given the ability to have them or not. If they choose to have them they should then choose the likely hood that random events could occur in the game and the maximum number of random events that could occur in the game. Above all else I really like your suggestions where city level up is concerned.

20 Replies 75,921 Views

I really like this idea. Right now I find conquering wildlands far far more satisfying then defeating other sovs. Lets face it, it's almost always an anticlimactic victory when you get around to destroying other nations. Giving each faction their unique boss with its own strengths and weaknesses would make the final fight of each faction a whole lot funner. I would only suggest one thing. If you defeat a factions special guardian you will be granted a unique artifact that that gua

16 Replies 58,685 Views

Why not give them the ability to duel wield axes? It would allow them to attack twice at every attack. The first attack uses their right hand ax and then they immediately attack again using their left hand ax. Since axes have the back swing ability it would be more difficult to evade their attacks. Give all their axes +3 attack as compared with other nations axes. This along with there +strength buff would make them truly fierce worriers. To compensate for this powerful abilit

5 Replies 2,755 Views

Give monster lairs a zone of control. Doing this will do two very good things. First a monster should usually only wander within that zone of control thus the zone of control becomes a visual indicator telling players that entering said ZOC will incur the monsters ire. Second make it so that cities and outposts can not be built in a monster lairs zone of control. This will stop the AI pioneer spamming problem. They can make as many pioneers as they want but if they don't c

34 Replies 21,468 Views

Currently when you research the proper techs you can upgrade a shard up to three times. You first build on a shard and you get +1 mana every turn from that shard. If you research the first shard tech you can then upgrade the shard so that it produces two mana a turn and increase the spell power of that shard's element by +1. So if you have two fire shards upgraded to level two you are now getting +4 mana per turn and your fire spells get a +2 power boost. There are two more techs after th

22 Replies 19,369 Views

[quote who="Supreme Shogun" reply="1" id="3211688"] This is my opinion but Dark is better than Life at current state of things. I would like to see life get a first strike spell or another tactical type spell that would give attack and defence like a 2 point bump (+1 for each life shard ). Then a mass version for level 4 or 5 spell. I would also like to see one race get ability to "bless shards" which would be the opposite of corrupt shards. Instead of turnin

6 Replies 3,136 Views