Tanthallas

Tanthallas

Joined Member # 4208084
5 Posts 20 Replies 319 Reputation
Reply to Shop depth in War of Magic

Well, I completely disagree. This game has no complexity and depth; the vast majority of the arguments on these forums in one way or another touch upon its simplistic mechanics and cookie cutter decision making. It has a lot going on to be sure. The level on which these 'things' go on, however, is elementary at best. As far as 'what should happen if I were a Sovereign'....this is no standard to base game mechanics on. There is no reason to believe that your interpretati

9 Replies 7,453 Views
Reply to Shop depth in War of Magic

I do not think this concept could be implemented as a modification to an already established game, however. The entire game mechanic would have to be built either around it or in conjunction with it. I was moreso putting forth the idea as something that could be done simultaneously with other fundamental changes.

9 Replies 7,453 Views

Seeing as Elemental in this state needs major foundational changes to address stability/balance/etc. to begin with, do you not think that this type of change is possible in conjunction with, and possibly in contribution to, the changes that would effect the game mechanics? This type of overhaul would drastically change the simplistic mechanics Elemental currently employs and contribute to the resolution of current problems which Elemental has, such as lack of complexity in the cost/b

14 Replies 10,699 Views
Reply to Shop depth in War of Magic

To clarify, spells and their diversity could also be brought into this system to remedy the general consensus that it is far too easy for sovereigns to learn all spells at very little cost to other areas of development.

9 Replies 7,453 Views

I made a discussion titled 'shop depth' where I propose a sort of 'spell shop', amongst other things, that is meant to be a part of a highly specialized tech-town interaction. Under this system I argued that items, equipment, etc., would become far more unique and Kingdoms/Empires would not be able to be self sufficient. The same applies to spells - there would be a definitive cost for an Empire/Kingdom to specialize throughout all towns in the myriad different types of magical abilities.

14 Replies 10,699 Views

Idea: I think it is extremely superficial to be able, once a tech is researched for example, to automatically purchase the same types of commodities throughout all cities in an Empire/Kingdom. More depth could be added by making shopping town specific. This would on the one hand force more adventure, as parties would be required to all go to a central location to purchase the best equipment and items, and on the other hand could easily be turned into another element of diplomacy. My t

9 Replies 7,453 Views

Wow. This post is completely ridiculous. While I have seen many people express their anger and frustration with the state of the game, I have seen just as many express their hope for its future. I am honestly IMPRESSED with this community relative to others - any other game community would have internally combusted by now. And for the people who believe that customers should not share their input on forums if they do not 'know how hard it is' to program a game, ect., - I hope you fall

173 Replies 576,643 Views

Well, I think you are exaggerating the effect that real time combat with pause options will have on the combat system. Either way, if Stardock can fix the combat system and maintain the turn based approach I dont have a problem with it - I just do not see how it will not be easily and necessarily exploitable .I think going into a multi-leveled dungeon and exploring the whole thing in real time would be a nice turn of events from the world map turn based style and would flow nicely. I

9 Replies 6,504 Views

If noone likes the real-time battle option, what about the request for global dungeons that are not tied to tech but are there from the start (read initial post)?

9 Replies 6,504 Views

Yeah, I just played another few games. Every game is the same. I am completely self sustained in my tiny land-area; I have no imputes to expand or limit my opponent as it stands. Nor do I have any reason to venture out other than to steamroll the AI with either a group of champions with 50armor/50attack or big mace guys. I think that the global environment innovations which Stardock has made with Elemental need to be incorporated into the attempt to further develop the game, both add

3 Replies 3,785 Views

While I agree with what you desire to see, I do not think that Frogboy meant by 'complexities' that he thought the game was to complex. It is a minor thing, but just thought I would say something. I agree with the substance of your argument, however.

49 Replies 36,596 Views

Perhaps they shouldn't make it immediately more interesting for us. Perhaps we should have to build a party and begin adventuring through the thick of the wilderness (or whatever other cute phrase we have) to find more interesting/exciting phenomena?

3 Replies 3,785 Views

I agree that this is much more fluid in single player games, however I disagree that it is unworkable in multiplayer. I actually think it is far more workable than this current system which completely hijacks the game by making only specific units worth training. A combat system should exert zero influence on the combat units being built - in this system the inverse relationship holds; a relationship that is not possible in the type of combat system I am talking about. Simple rules ca

9 Replies 6,504 Views

In the theme of my last post, I would like to throw out a request (mostly to Frogboy) to make the beginning of this game far more adventuring heavy. It seems to me that every game I play I am literally given everything I need in my small area - quests, far too many notable locations, gold mines and food that even if not there immediately pop up after some research time....all this taking place near a nice little forest that I can skim the outskirts of if I want quick gold and levels. Make it

3 Replies 3,785 Views

First I would like to ask everyone with even the slightest opinion, negative or positive, to respond to this thread. I would like to know how many others think what I am about to say would be a good thing or a bad thing. Well, since the entire game, per Frogboy, is being reworked from the ground up I thought it would not be a far shot to ask to completely change how instanced battles in notable locations/dungeons occur (Brad said what is needed is not 'modification' but

9 Replies 6,504 Views

I wish bandits would raze cities. The AI of the 'creeps' is horrible - they usually just stand there and watch me do whatever; they are rarely aggressive and I have yet to see them take a city. I never leave defenders in any of my cities because the world is simly not threatening.

23 Replies 13,493 Views

Wow. This rapid transformation into philosophers of political economy and legal analysts is something I hope to never see again. Whatever fool started talking about 'free market capitalism' in this thread should be beaten; and whatever Brad's political philosophy is has zero impact on this thread. Get a life; stop propagandizing your religion on a thread about Elemental: War of Magic.

101 Replies 283,334 Views

#3 is referring to there being too many notable locations/quests of the SAME type (no diversity through games just a cut and paste job to each game) AND to the rule for determining their DISTRIBUTION throughout the map being seemingly made for ages 5-10 years old (Every game I play i do the exact same quests; the exact same notable locations; get the exact same loot - I feel no need to compete for them). These may be extended to an argument about the QUALITY of the items available in the game

6 Replies 5,136 Views

Hello, First I would like to say that I am hugely impressed with Stardocks dedication to this game. I am not a fanboy as I have never played a Stardock game - I have also never seen such extensive patching and dedication to a game during the first weeks of its release (aside from MMO's, which one would expect continued dedication to as they wish to maintain subscriptions/add new ones). I am also quite impressed with the community and the level of interaction; something

6 Replies 5,136 Views

Thanks for the replies. I have found that playing on less difficult modes actually increases the difficulty, however the AI is still incompetent to the point and the game-play predictable to the point that it matters little. I either summon or build mace armies, but most the time the AI is so incapable of even putting on their armor without somehow killing themselves that I just walk through their cities with my Sovereign and 2 heroes and completely wipe out all of their forces. It is even fu

31 Replies 84,866 Views

Hello. I am just curious if anyone else seems to be able to win games on the most difficult settings rather easily; be it through manipulating tactical battles and other exploits due to the poor technical condition of the game or even attempting to play without utilizing these. I read these forums alot and encounter alot of people talking about end game and the like but to be honest I have never made it past what seems to be early-mid game because by that time I simply steamroll the inc

31 Replies 84,866 Views