GFireflyE

GFireflyE

Joined Member # 4452479
140 Posts 2,588 Replies 1,369 Reputation

[quote who="Bingjack" reply="10" id="3215028"] That said, I dont like the way City buffs scale with essence, in addition to being more versatile with higher essence. I wish the city buffs were a reasonable flat bonus, or scaled to a lesser degree with some other factor, like shards, and that at a +1 per 2 shards, not a +1 per shard. [/quote] I do like the way city improvements and buffs are scaled with essence. What I don't like is that all cities

15 Replies 9,602 Views
Reply to Roads...yeesh. in FE Beta

I was kinda hoping they wouldn't go this route. Having a road building unit is just going to encourage road-spamming. 'Road Segment' building would eliminate that as any two points (a point being a city or outpost you control) could only have one road, and you wouldn't have a choice in how it was built....only if it is built. I have more details in my First FE Games thread...but bottom line is that I think it would be really nice if you could enchant

36 Replies 35,562 Views

Fantastic update! Lot's going on in 0.951 Comments as follows: I'm a little leary about having 'road building' units. I fear that we're going to get road-spam in addition to pioneer-spam now. While it's definately worth testing, I still think the best way would be to build segments of road at a time and allow for some unknown in the road building. No mention of AI focusing on %unrest buildings. This is a concern for when

51 Replies 33,370 Views

[quote who="j_wl_b" reply="12" id="3213294"]I really like this idea. Right now I find conquering wildlands far far more satisfying then defeating other sovs. Lets face it, it's almost always an anticlimactic victory when you get around to destroying other nations. Giving each faction their unique boss with its own strengths and weaknesses would make the final fight of each faction a whole lot funner. I would only suggest one thing. If you defeat a factions special guardian you

16 Replies 58,747 Views

I really like the flavor that essence adds as being a 'wild card' to the game. You need to choose what enchantments you think are most important for your cities growth. The problem I find is right in line with the OP. Without essence, there isn't much point to the city other than to have another build queue. However, rather than make each nation have 'there own thing', I recommend giving everyone access to essence...just in varying degrees. <p st

15 Replies 9,602 Views
Reply to Roads...yeesh. in FE Beta

[quote who="Malsqueek" reply="28" id="3213928"]@GFireflyE: While I personally have absolutely no problem with the engineers build roads micro idea, I REALLY like the idea you put forward. It places emphasis on the fact that roads are tools that cities use to interact with their surroundings. The current system is awful. Not sorta bland, not irritating. Awful. [/quote] Thanks for the vote of confidence. I put a lot of thought into it.

36 Replies 35,562 Views

[quote who="UmbralAngel" reply="7" id="3213192"]I am okay with a 1 per faction upgrade to the guardian statue but just giving an AI a powerful free unit doesn't really seem like fun. I like being able to rush in the beginning and take out an opponent in the first 50 turns. I would hate to have to camp out their city and kill all their pioneers until I built up a big enough army to wipe them out. Combine that with respawning sovereigns and champions... it

16 Replies 58,747 Views

Could get a little complicated visually if a lot more spells are still to be added to the game... Nevertheless, awesome add as it's nice to see what you're getting before you get it. :D

20 Replies 41,177 Views

I have not played with the dynasty system before, so perhaps I don't know what I'm missing, but I don't feel any need or drive to have dynasties in the game, and imo, I think that would take away from the rpg element....not add to it. rpg'ing isn't about leaving a legacy...it's about the adventure and building the legacy.

13 Replies 9,161 Views

Not that this has anything to do with the game, but the concept is similar: If anyone has played the boardgame: Game of Thrones and the boardgame: Game of Thrones, second edition; you'll have noticed that the expanded concept of 'Garrisons' was made permanent in the game. Garrisons are defensive bonuses that a capital city of one of the major houses received so that there home territory in the game was extra hard to overtake, and hense would give them better

16 Replies 58,747 Views

[quote quoting="post"] These not UI changes, but things I would like to see changed. When building cities on river elbows, allow piers and other river buildings to be built. When upgrading outposts, please limit the amount of upgrades (perhaps start at one, and more are unlocked in tech to a maximum of 3). Also, it is very unintuitive that their upgrades take up the que in the whatever city it is closest to. Please just make them cost money and resources

4 Replies 2,921 Views

[e digicons]:omg:[/e] You have my undivided attention. Looks like a very interesting idea. I would think that outposts should have fewer level ups....maybe only 3 instead of 5. I would also change your naming convension: 'Hamlets', 'Keeps', and 'Wizard Towers' May I recommend that level 1 outposts all share some basic upgrade options. Maybe 3... Then when you level up into your specialization, you get acces to 5 more of that area

12 Replies 50,030 Views

Rasie Land and Lower Land do not cost enough, imo. 50 mana is nothing and you can completely terraform your nation if you wanted....and given the time. I do agree that further balancing should be done...

13 Replies 4,721 Views

Despite not doing damage, water's 'slow' and air's 'haste' really allow your units to do more damage. Earth tends to prevent damage. However, I do agree, it would be nice if you could choose any elemental shard route and have at least some way to doing ranged elemental damage as the caster...

5 Replies 2,812 Views
Reply to Tribute in FE Beta

Yeah, I've noticed this too. Definately a bug.

4 Replies 8,414 Views

Yipes! Only one month? Here's my response: (1) "Elemental: Fallen Enchantress" should be the title. 'Elemental' because it's all about the magic shards...and essence now, but magic! 'Fallen Enchantress' if there is actaully a plot or storyline about one. In addition, the plot or storyline shouldn't exist only in the campaign...it should also exist to some degree in the sandbox mode so that users can choose how they want to explor

172 Replies 672,505 Views

Wow. never knew that the resources were directed to the nearest city, despite the outposts affiliation. I have assumed, and I think it's a fair assumption, that the resources be directed to the outpost, and the outpost ships those resources to the city it's linked with. To that end, outposts should be able to change which city they are to be linked with. I don't think they should be able to pick any city in your empire...perhaps just one of the closest 3....t

3 Replies 2,701 Views
Reply to Roads...yeesh. in FE Beta

[quote who="Winnihym" reply="18" id="3212892"]I'm not looking for a return to tile by tile engineers either. I want the tech points now (build roads to cities, build roads to outposts) to instead be three levels: path, road, and enchanted road. +1, +2, +4 to movement on them, available when the proper civ tech is researched. When available, I can think of two ways to do the actual building. 1) let me select "build roads" as a button in the strategic UI, and let

36 Replies 35,562 Views

As to the enchanting of equipment, it's an interesting idea, though I doubt it'll have to be done in a conclave city. All the trading and shop purchasing only requires you to be in your zone of control. A little lame, imo, but I suppose if everyone has that same advantage, then nothing is lost. It's just that when you're attacking an opponent in their turf and you end turn, they could totally buff up right in front of you.

22 Replies 19,384 Views

[quote who="TorinReborn" reply="31" id="3212285"]I played two games of Beta 4. Both got destroyed before turn 100 by way overpowered monsters. Both before turn 50 explored area around and had nowhere to go, was boxed in either by other faction outpost spam or dragons. In 2nd game build a outpost to grab a fire shard and Ashwake Dragon was nearby. And he decided to ignore my outpost and hear straight for my only city 2 screens away and ended the game right there. I didn't do a single point

34 Replies 21,505 Views

So, I'll toss this thought in this thread cause it is an impression: SO, this game takes place directly after some massive cataclysm that's wiped out all civilizations with the exception of some magical remnants. Why is there not any graphical ruins of cities that are approximately the same size as the cities you get to build? Just seems like there should be more devastation...less 'new earth' feel.

196 Replies 716,566 Views
Reply to Roads...yeesh. in FE Beta

See my "First FE Games" thread for my suggestions on revamping the concept of roads. (It's in green highlight). https://forums.elementalgame.com/429562

36 Replies 35,562 Views

A few more notes: The spider rider, Araine, takes a long time for her to cast her spells… It actually seems like all the opponent spell casters take a long time to cast. Also, it really feels like essence is too sparce in this game. It's a game about magic; why restrict the magic? I understand that some sovreigns should be better at magic than others....strengths and weaknesses things....but here's what I propose: <p style="padding-

21 Replies 14,382 Views