[quote]Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections [/quote] Shouldn't the son (or daughter..) of the slain sovereign succeed the throne.. or at least have some say in the matter..?
Mortenart
[quote who="troglyte" reply="79" id="2862336"] I don't really get 'attached' to my sov, but there's one problem I see with this: With the length of games sovs are going to be dying off faster than I can replace them. Most games I don't remember to get married till I'm over 100 years old, and my sov, and my wife, and my kids... all just sit in a random town and do nothing. I stopped going to war with them because it makes it too ridiculously easy. In total war your family tree would
[quote who="RooksBailey" reply="77" id="2862248"] Well said! Total agreement. When you close the door on succession, you close the door on a ton of gameplay potential that could make EWoM absolutely riveting. Personally, I think succession enhances the RPG element rather than detracting from it. Sure, it may not be only about your Sov anymore, but it will be about his entire family! Talk about the possibilities for a fascinating interactive
[quote]On the other it changes the focus of the game from the sovereign to the empire. We are talking "psychology of gaming" stuff here (attachment and agency) but I tend to think that although I like the idea of succession, it robs Elemental of one of the things that makes it unique. Unlike other games Elemental isn't a game about an empire (in Civilization you aren't playing Stalin or Washington, you are playing Russia or America), its about your sovereign. I wouldn't mind a option (or fact
[quote]* Depending on the hero's job\specialty, allow them to only use light armor (e.g. archers, mages) * Depending on the hero's job\specialty, allow\do not allow them to use magic items (e.g. knights can have heavy armor, but do not use magic at all)[/quote] Yes, this is badly needed, I think. And also a min Strength requirement for heavier weapons/armour, and a min Intelligence requirement for enchanted stuff. Limit the number of amulets/rings, and allow her
[quote who="Fenrirw0lf" reply="3" id="2851734"]I agree. I wasn't paying attention to what I was doing and I noticed I was actually in the red and was down to 10 gold trying to figure out a way to save my economy, when I got war declared on me. Luckily I could still steamroll the AI with a few summons and magic. So I took some of their towns and now have an abundance of money. Once the AI is where it should I would have been utterly destroyed, and it caught me off guard
[quote]no as pointed out in the OP population would then become your limit to how big your cities can grow and this caps at 750.[/quote] No it doesn't. I had two cities with population of way over 1000, and growing.. With the ability to constantly upgrade Housing and Farming, it could just keep rising. But I do agree with the OP in the main. My best city just became something nice to look at occassionally, after it hit its limit. Ok, I could have demolish
[quote who="Tyrrell" reply="2" id="2851594"]I played again today I had a battle where a hero could escape but not the pioneer with her. Can pioneers not leave a tactical board for some reason? [/quote] No, it's not because they were pioneers. I have this problem in almost every TB where my army retreats, and it's with all types of unit. Have not tried moving the camera though, will give this a go..
I agree, it's a huge improvement.. I actually finished a game! :)
[quote quoting="post"]So, I have now played some rounds of Elemental with 1.1 and I'm a little bit dissapointed. This game could be so much more... 1.) Unit creation. I would be so great to give this more attention. E.g. why can my people just ride horses and wargs? - Heros should be able to ride dragons and unicorns etc. - armys should be able to ride spiders, shrives, and (hopefully) upcoming new creatures - Why cant I create individualized Spide
Well, I have just completed my first winning game of Elemental - the first game that kept me gripped enough to keep going till the end. I was up till 4.30am last night, and finally completed my domination early tonight. Playing on a huge map, it really feels like you've traversed the globe, by the time you find that final, secluded faction in the furthest corner of the world. Had to use a transport to reach the second continent - and that was not easy, with my army of 8 supe
[quote]I love where Elemental is going.. but it's just so not there yet sadly.[/quote] Agreed. A long way to go. IMHO, it needs: Atmosphere - lore & immersion into the game world Items - interesting item drops from vanquished foes, and much more variety in the shop, with magic items and rarities that appear from time to time. The ability to
[quote who="Diardiamond" reply="1" id="2844316"] Hmmn, if wishes were fishes.. yum. I also would love to see city battles be city battles & not lil village props, hehe. Hmmn, gonna dream about this probably.. I blame you. ^^ [/quote] Aaah, but what a dream it will be... ;) Yes, I know that 1.1 is the focus now, and that we're very unlikely to see anything like this for a while. It's just a glance at the devs, in the hope that they were thinking along these
One thing that I think is currently greatly lacking from the game, is strategically defendable positions when an enemy attacks one of your towns - or vice versa. Currently, you would hardly know that you were attacking/defending a town or city. If a town has a wall, I would like to see this represented in TBs. Defending units that are behind cover should receive a defensive bonus against spell/arrow attack. For example, if a large force were beseiging my lightly defend
[quote who="Stuie_acs" reply="1" id="2843566"]Newb! Hold down the scroll-wheel on your mouse and move the mouse. I think Shift + Arrow keys is supposed to work too, in case you have no scroll-wheel. [/quote] Brilliant! Cheers Stuie you're a star! :) Yeah newb, I know... :P
I have seen no mention of how to do this, and having tried just about every key on the keyboard, have finally resorted to asking here, at the risk of being called a newb.. So, how do you rotate the camera view.. anyone, please....? [e digicons]:hugme:[/e]
Yes, the zones of control are way too big, and expand too fast.
[quote who="Dsraider" reply="5" id="2838581"]I don't know if it's possible programming wise but instead of increasing action points it could reduce the cost of moving from 1 to 0.8 action points. [/quote] This would be the sensible solution, yes. Of course it would be better to split movement from other actions in TBs, but that might be too complicated for the current set-up. Thank you all for your replies and thoughts, I hope that something can be done with thi
Why is my mounted Sovereign slower in tactical battles than a sand golem? Are all the horses in Elemental cloth-eared nags that hobble around the battlefield? Surely, riding a mount in battle will make you faster? Right..? [e digicons];)[/e] Well, not currently. My sovereign on horseback moves 2 squares, a sand golem moves 3. Is this to do with action points? Surely it should have everything to do with the mount you are riding... Maybe there s
The game updated successfully, and starts fine. I choose a world, monarch and faction but then nothing else happens - the illustrated landscape screen just pans back and forth. Can anyone help please?
Trying to run the game, but I'm just getting the scrolling landscape...
[quote]The essence is the source of their power (i.e. 1 essence = 3 in every stat or 1 essence = 3-5 stat pts that can be configured) (possibly also tie into spell availability (or stat based spells) and spell/weapon damage). Once essence is spent, it reduces their power...and when 0 - they die.[/quote] I like this idea a lot - if, say, you came up against an enemy with essence draining weapons or spells, it could imbue battles with so much more adrenaline and tension. The essen
I quite agree, razor. Very well said..
[quote]True succession and the save/continue vs save/load argument are not inextricably linked as you and Austinvn claim.[/quote] Precisely. For me, the game is the story that unfolds as you play - far from encouraging me to reload a saved game, I would feel much more iclined to let the game continue through all circumstances. I feel this would truly set the game apart from any other of its ilk. And it would give me a far greater connection with each line of descende
[quote]-Dynasties. Dynasties is a cool idea, but they never intended it to allow succession upon a Sov's death. Many argued for this option, but it was emphatically rejected. So, this wasn't promised (and the non-promise was successfully delivered in release), but it could be a feature that offers a promise of how Elemental separates itself from many other games.[/quote] I agree entirely. At the very least, the option should be there for mortal sovereigns. I feel that this