Are we gonna be able to change things like technologies and characteristics of each allegiance via mods?
Nack210
[quote who="Cody900" reply="5" id="2760753"]Number 2 definitely, RTW style. The heir system is pretty important there, as you need leaders with good quality skills, high morale, leadership and diplomacy. As your empire goes on longer and you have more marriages and kids, you can go on to make more and more generations. When your faction leader is killed, the faction heir takes over. When you lose all your leaders and heirs, your faction is destroyed, families can
They are just showing off. You can then do it however you want once you're playing.
They should seriously make pioneers much more expensive and take longer to make. Spamming cities is far too easy. Also, Epic should be renamed to slow, and a true epic speed should be implemented.
Category: Gameplay Title: "Protection" system Link: Two of the latest post in page 1 of https://forums.elementalgame.com/395347 Brief Description: Troops can protect other units by activating the mode next to them. If a unit in the protector's range tries to attack the protegee, the protector will "block" the attack, forcing the enemy to attack it (the protector) instead of the unit
The game never stops loading when I try to use a map crated with this.
I have noticed that whenever I click to place the building on the cloth map, the camera just randomly changes to a different spot, and obviously the building does as well.
Agreed completly. One thing that feels wrong about Elemental is that many choices don't matter (research, there are no excluding technologies). And some matter too much because you can't modify anything about them (economy, the only way to modify a city's income or food production is by building or destroying buildings. You can't use your population to focus on a resource or something like that). It feels like everything is separated from each other.
How about having champions acquire (or have by default) different traits and weaknesses like sovereign does? That would add personality, and they'd be more unique than they are right now.
[quote who="Answulf" reply="33" id="2759332"]Elemental doesn't need to copy magic systems from other, successful games. It needs to implement the core of what made those magic systems successful. So what is that, exactly? I hear depth mentioned a lot, but in my opinion it boils down to one simple concept that Elemental is really missing: Tough, important decisions that matter. Depth seems to get confused with qua
[quote who="MarvinKitFox" reply="161" id="2759560"]I bought, and played this game over the weekend. Awesome concept, but where is the warning that it is not yet complete? There are so many uncompleted features, spelling mistakes in text, crashes-to-desktop, wrong-unit's-info-displayed, hp-not-updating, etc........ bugs still in this program. Not to mention bad (zero) AI, way off balance, unimplemented skill tree branches, and such issues. Surely Stardock w
Well, hexagons or not, unit placing should be much more relevant in a turn based combat system like Elemental's. And yeah, that's a bit what I was saying too. Another thing that could be added to avoid imbalancing the protection system would be, giving the protector a "protection rate". Meaning, after you set the unit to defend someone, it has X chance of "blocking" (say, 90% or 80%) an enemy troop from attacking the protegee. After doing so, this rating goes down (to, say, 50%
Oh boy, now I'll have to upgrade my rig.
Ah, thanks.
I agree with all points. And I'd like for groups of units to be managed properly on the battlefield, meaning, no more 1 on 1 duels while the rest of the squad watches, that's just incredibly annoying. I especially like the suggestion of combining champions with normal units, but I have another suggestion related to that, which I'll explain promptly. Now, in general terms, add a bigger tactic element to the battles by adding basic bonuses like higher damage when flanking or att
Quick question: Will modders be able to add new weapons/armor/items to the game? Because that would fix this problem, really.
Traits and succession system would make having a family much more strategic and the traits would give all characters more personality, and the players would get attached to them more easily. Right now my relationship with every champion I get is "what can you do? farming huh? well, you do that and have this cool armor as well, since I need a general". Say, if that same farmer character had a trait (like sovereigns do) that made him bad at combat, or reduced the morale of his troops, I
Signed
- Fix the horseman portraits. It looks like they are being blown away off their horse. http://img295.imageshack.us/img295/1520/rider03595639782.png - Fix the automatic turn ends. It's really annoying when my turns ends because I decided I wanted to move a troop out of my city, and the game thinks I'm moving my last units so i don't want to do anything else. If there is an option to disabl
[quote who="Khardis" reply="12" id="2758157"]What the game needs is equipment that grants special abilities: Spears grant first - strike. (Sword-damage style but two-handed, counterattack BEFORE the attacker gets to attack. Heavily armored infantry will beat them since they survive the counterattack and attack spearmen with weaker defence (no shield), ditto archers, but an effective counter to two hander users. Spiked Armor - armor that damages any unit that attacks it i
Well, I don't particularily dislike the main map interface, but yours isn't particularily bad either. I do agree we need more right click menus and whatnot. I also love the unit/sovereign inventory screen.
How can I delete the custom factions I've created? I did a few to try them out, but they aren't complete or anything, so I'd like to erase them. I've tried looking on the game folder and on the my games/elemental folder, but I can't find them.
Agreed. All in all, the game in general needs to be polished up, including the UI to be more informative, and some of the other mechanics like economy, combat and quests. But by no means the game needs to be simplified more... I mean, taking the economy in this game for example: It's already simple enough. The population barely has a role in the production of resources, so it's all about "build everything = profit", you don't even have to think, you just build mindlessly. I also wish
Agreed. Even though I don't own the game yet, I've played it at a friend's place and I gotta say, once this gets fixed, and mutliplayer added, it could be one of the greatest strategy games made in the latest years, so I'll be definetly getting it when that happens (the game getting completed, I mean). Don't let the pessimists get you down, and STAY ON TARGET.
I think economy in general should be improved, and added a bit more depth. Or at least, it should be modified more by otber variables, including influence from other countries. I guess the game is too developed now to add something like focusing your population to produce a certain type of resource or something like that, increasing the production of 1 resource, but decreasing the others. Right now economy in general seems a bit too linear.