Glowing_Ember

Glowing_Ember

Joined Member # 4234746
88 Posts 764 Replies 10,050 Reputation

I just got my computer fixed so i have not been playing in awhile. I have been following the changes however and see that they have gone in a different direction than i would have liked. I haven't tried much of the modded stuff but i'm a bit bummed that essence has been removed from the game in early patches since i really liked the early game mechanics. I don't think those game mechanics are possible to mod back in though. I miss action points.

457 Replies 637,507 Views

I'm sorry if i came across that way. All i meant was that this dev post is a hint of things to come, i didn't think it was the final copy of what things were like. Maybe they just didnt want to tell us the int bonuses to spells because it wasn't finalized yet. I meant no disrespect. I too am curious about how stats affect spells and how spells affects stats and i can't wait to hear about it when the team is willing to share. I guess i am coming from the perspective tha

322 Replies 1,018,823 Views

I agree completely with Murteas , just because they did not include info like int bonus to damage it does not mean it isen't there, they just are not giving us all the info into the engine at the moment. It is supposed to be a teaser, so give them the benefitu of the doubt, treat the dev's with some respect. After all t

322 Replies 1,018,823 Views

I have a question about the overkill quality of a spell. These are obviously meant to be group killing spells, but were they designed this way to deal with the way units have been implemented ? is it not possible to have a display in the gui of a 4 man unit with 4 health bars ? This is not a criticism, i'm just trying to figure some details - dunno how moddable the game would be, i would rather a 4 man unit have 4 health bars with 20 hp each who regen 2 hp a day for exampl

322 Replies 1,018,823 Views

Some potentially interesting magical combos - a few questions. If shards are converted into death, do they revert back to before, or do they become life shards, or stay death if the territory is controlled by a different sovereign ? (i guess mainly kingdom vs empire territory change) Are theree other mana shard conversion spells ? ( there don't have to be) i suppose stat loss from spells is permanent since its a sacrifice, does the sovereign continue to gain xp for

322 Replies 1,018,823 Views

I would like to point out that he said base peasant would have 2 hp. I would take a moment to speculate that there are techs and items that will increase this, plus there might be some other types of base units/chasis types available - such as a golem, or goblin or knight or footsoldier or flying monkey. I think it would be nice to have short humans and tall humans, and skinny humans and stout humans. a tunneling type creature would be neat, something that could burrow

271 Replies 429,874 Views

actually, to be honest, i dont see why you can't flag a unit type as mounted with the weapon detecting what the unit type of the target is, then if its mounted add x damage for example. It seems to be in there in the xml, its just the back end system that needs a little tweak. You have files that have unit data. you have files that have weapon data. you have attack code that uses the data, i dunno, seems like a win win to me. You could have flyers, you could ha

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That's true, you can do that. But i see a big problem on small maps compared to big maps with regards to the number of magic shards available. Considering that you only need one of each type and a whack load of mana that you spent 100+ turns accumulating (not even that in some games, all in all a very short length of time for a game winning event that can't be stopped because no one knows it is about to happen. I liked the count down timer that gives other players - ai and people - th

56 Replies 31,136 Views

Thank you very much for the commentary Derek, i really appreciate it. I can understand your reasoning quite well. With that in mind, since it seems then that essence will not come back as a stat, although i hope it will be moddable, a few thoughts then. 2 mana per turn is very miserly, HOWEVER, attunement does work well if you have the forethought if you plan on running a few enchantments early on - its a must have for me or i find the early game very dull. On the othe

56 Replies 31,136 Views

And sethai's response again gives me hope in the work that the devs will be doing to open up the game more to modding, because he has a much different idea as to how the game should/ COULD operate.Anyhow, this is competely unresolvable in the forums. Good luck devs.

56 Replies 31,136 Views

The essence problem is just another example of how systems in the game were rolled out otgether without thinkig of how they wold interact with each other. Essence and imbueing were great ideas. It would just takes some forethought to balance it properly. The devs are well aware of all sorts of past games that use similar mechanics. The unit stats are an example of that: str dex con int wis cha. These stats are not created equal str is worth more and cha is worth less. So how could they think

56 Replies 31,136 Views

wrote a message. erased it. decided on this instead. Essence trait. I miss you. Please come back to me. Will you be my valentine ? I will leave my wife and kids if you come back to me. (yeah... that oughtta get boogie's attention - can't wait for the 1.3 update for some game balancing love)

56 Replies 31,136 Views

i believe the short answer to that is if i am patching, i have 5000 dollars to pay for work hours but if i am making an expansion/ new game feature development/ new game i have 75000 dollars to pay for work hours. So in the case of Elemental i would take the 75000 dollars, i just wish their vision for the game fit better with the capabilities of the new game engine within the allocated span of time - I am someone who always underestimates how much time something ill take to get it right so i

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I'm going to say it again [e digicons]:D[/e] . It would be nice if caravan's in elemental steal a page from starbases in gal civ 2 - being able to upgarde your caravan's to modify the growth of your economy into other resources so that caravan's are not just about gold and are able to defend themselves. Otherwise i'm gonna spam that zone of control to keep the monsters back.

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as for the land affecting what cities can produce -currently we only have objects that take up 4 tiles. What about objects that take up 1, 2 or 3 tiles instead? Would this not provide ore of an inentive to incorporate these objects into our cities for protection ? Would have more of an impact in multiplayer rather than against the ai - although the ai does sometimes destroy improvements - but that is a distraction from my point. Bee hives could take up less space - say 2 ti

40 Replies 175,509 Views

I can't wait for the "if you explore here your hero will die vibe" they are now aiming for in FE. Could the story be about an Enchanteress who has taken over the fallen with her evil wiles to go steamroll the kingdoms ? oh wait, there's that word evil again... could be other wiles she is using then... (maybe she has a pet coyote)

40 Replies 175,509 Views

im trying to think of how kohan and kohan 2 dealt with the issue. however with the situation that kenata mentions - the concept of zone of control prevents that form happening (not that we have it, but...) so the line of blocker advances ******* with the glass cannon behind them IIII or like so - * &nbsp

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ok lets see, there are a few ways of pulling it off. I am not sure how dominion handles it, but two really good examples are Master of magic and Heroes of might and magic. They do it in different ways,in master of magic you have "units". each unit can have between 1 and 8 individuals in it. when it attacks, each individual in the unit makes an attack roll and each roll is dealt with seperately. meaning that 8 spearmen can each make a str 2 attack -> 8

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I am actually overjoyed to see this thread and hoped something like this would happen [e digicons]:D[/e] I have been talking in private chat about some of this sort of thing but was always worried of stepping over a line where it seemed i was saying they could not do their job right [e digicons]}:)[/e] yes evil me EDIT i meant private messages, not chat. - no really i was being very nice about it.[e digicons]:'([/e]

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uhg we don't need ranting posts like that please - lets try to keep this constructive. The simple fact is that higher tech buildings need to be either more efficient - or- have some unique effect or ability that a lower tech building does not have. We want Elemental to be more than a spreadsheet game so it is better to have a higher tech building with a special ability rather than a percentage boosting ability. i would lik

18 Replies 9,940 Views