To be honest, apart from the points you suggested, the entire city management system would be better if it was like Civ's. I don't support copying other games, but the current system is atrocious.
Nack210
Hopefully they'll listen, because I've seen this suggested MANY times. I mean, after all, flanking is one of the most important parts of tactical combat, and same goes for positioning in general (terran types).
I agree with all those points, but I heard the devs have some sort of bias against hexagons, so I doubt we'll be getting that. It's too late for it anyway, but the whole flanking system would still be implemented roughly to the battles we have now.
Too bad 11 of those units stand back to watch the remaining soldier duel one soldier from the other side.
Yeah, I like this idea, it could work. Just increase the ammount of gold it costs to recruit it or maybe make it so you need to have a specific kind of weapon of THAT type (like, a regular axe won't allow you to have a berserker, but a more advanced type will, something like that). Certain items should give you some skills automatically, something like an advanced horse with stirrup giving you a charge hability, or a big shield letting you do shield bashes. I suggested something simil
Yeah, I said it was visual too, so I suggested they make them like they are actually, you know, fighting instead of watching a teammate duel some guy from the other side. No change in the damage calculations or anything, just make it more exciting to the eyes. After all, that's that the OP is asking. And the changes given by the terrain aren't very significant. Being on a hill as any unit should be really important, and having to go up that hill should reduce your speed quite
Nah, the style Elemental has isn't cartoony. They don't have huge sized shoulderpads like in WoW, or exaggerated anatomy like in other MMOs, or Fable. Seriously, they look pretty normal to me: <img src="http://i863.photobucket.com/albums/ab197/nack210/Footsoldier_1172988205_-679393006-18.png?t=1284183537" alt="" width="256" h
- All units behave the same regardless of their equipment. Spearmen act the same way as swordsmen, macemen, and even cavalry. The only difference is the damage they inflict, and how much they can move. Spearmen aren't better against cavalry, cavalry is just a faster unit, no charge hability or anything of the like, etc. This means you can just make 1 type of units with high attack and high defense and just spam the hell out of it. Attach some skills to certain weapons or piec
Yes, I understand how it works, but unless the speed of the units is ridiculously low, you're gonna be sending your troops to empty tiles most of the time. I haven't played this game, so maybe I'm wrong and it works well, but I'd rather have a unit-based turn system, instead of the side-based method we have now.
I'm not sure how adding buildings to cities (but at the same time, reducing city spamming) would increase significatly the memory useage. And even then, it could be properly optimized.
True. After all, multi-purpose units that rape everything in their way SHOULD be hard to get. Making you get the buildings for each of the special weapons is a nice way of making them more rare. Like I said before, people are, for some reason, thinking that strategy game mechanics we've seen tons of times over the years are now "too complicated". They are not.
[quote who="Sythion" reply="76" id="2765678"]The save/reload issue becomes a non issue if sovereign death is unavoidable. That is to say, Sovereigns can (and absolutely will) die from old age. Suddenly the idea of succession is viable and important, and strategic choices regarding your dynasty must be made game-years in advance. Succession wars become possible. Traits revolving around succession become viable. Marrying off a daughter stops being the most tactically retarded thing c
It'd be nice if caravans produced 2 things. 1st: Gold. Always. 2nd: One of the resources being produced in one of the two cities. Or even better, one of the resources made by the TARGET city. That way, if you trade with a friendly city that produces, say, horses, and you don't have any, you could get them that way.
[quote who="Edwin99" reply="4" id="2765341"]1. Flanking - Yes, of key importance. A bonus when attack from left, right or rear that has already been attacked that turn. Where D is defender, A is attacker, and F are the flanking sides. F F * F D A F F * Perhaps a morale check if attacked from the rear. Fail the morale check and the unit panics. 2. Initiative - Yes, also of key importance so that movement alter
Oh, there they are... thanks a lot.
[quote who="Tridus" reply="13" id="2764835"]Tactical battles were removed from MP originally, but they're supposed to come back. I dunno how it's implemented in Elemental, but in other games like AoW:SM you'd stop and watch the other people when they go into tactical combat. It's not as annoying as it sounds if you're playing with friends, and the alternative is using auto-resolve for everything which is even worse.[/quote] True, it's what I had in mind, and it's better tha
To me, it seems like they are afraid of making this game too complicated, so they are oversimplifying basic concepts that are common in strategy games like, you know, HAVING TO BUILD STRUCTURES THAT ALLOW CERTAIN UNITS. Like I said in a previous post, why the HELL can I build AWESOME SPARKLEY KNIGHTS OF MIGHT in my lvl 1 village (not even a city yet)?
No feedback for these ideas?
Wait, are you saying that once you hit the end turn button YOUR troops make their move, or the enemies troops do so as well?
How about just leaving the cities of the defeated sovereign as part of a "rebel" faction?
Better ford that river.
You can't reload when you're playing multiplayer though.
[quote who="VR_IronMana" reply="83" id="2764666"] Quoting Nack210, reply 82 Quoting Zero_the_Hero, reply 80So back to my question: can't we mod this game into a better AI and implement the new combat ideas? While I support the modding community of all games 100%, things like these should be fixed in the vanilla game. Only lazy companies like Bethesda make their fan community fix their games. I wish I played the games you played where the stock AI was as g
City building and planning needs more development in general, so I agree with this. All in all, cities should be something very delicate to create, and they shouldn't be spammable like they are right now. Also, lvl 1 cities should be almost useless, at this point, they are WAY too useful, since you can build studies, arcane studies, workshops AND markets on them. And pioneers take almost no money or time to make so...
[quote who="solidsmooky" reply="18" id="2764669"]Play Civ 4 with friends without a stank look on your face and then come back and tell me you didn't think that was fun.[/quote] Heh, yeah. Especially if you get a good group and play on slow speeds. Games take DAYS, but they are awesome.