I prefer C but have one concern about it. I like the idea of there being lots of resources to enhance units and it sound like Frogboy wants to include a lot of them. This is great except for one thing- It gives a hugh advantage to the largest nation. The biggest nation will already be able to field the most troops, but now will also be likely to have the most unit enhansing resources. I understand this is how life normally works but in a fantasy game I would be dissapo
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Here is another example of a useless/harmful gene (in a vain attempt to keep this thread OT): Colorblindness- people that carry this gene have a 10% chance of attaching their own mem in combat. "Hey! Can't you tell I am wearing our red uniform rather than the green of our foes?"
Denryu-I think your system is another viable way to go! Thanks for suggesting it. Another interesting trait: Longevity-This could be a trait you could inheirit or it could be a trait specific to different fractions. Average life spans could vary anywhere from 40-300years. Those blessed with long lives will have more of a chance to build on whatever genetic traits they also have through practice and learning. The downside is genetic recombination does
I was not thinking in those terms but sure- why not? Also, each fraction could also have some ledgendary leader from the deep past that has been predicted to return someday. So there could be a small chance (despite what you are trying to breed for) that the stars could allign and this figure could be reborn. This could also spice up the fractions.
Have not seen this discussed much in this forum, yet i think this idea of "breeding" leaders could have a huge effect on the game. This could really be a sort of game within a game if done right- and since there does not have to be any graphics involved it may not be that hard to have a genetic/political/social system that could continue to surprise -long after you have played the game many times. I am not very organized so below are some random thoughts on this matter that i ho
This is a great idea. A wide rage of object with varying effects (both good and bad) would really be wonderful. You give a creative example but I personally would not like to see such a harsh effect on the channeler. There are lots of good examples of enhansed artifacts (take a look at the 100s of items in Dominions for example). And it would be great to have the ability to mod your own. Here is another example-a rather silly one but it would certainly change
Well, certainly everone has an opinion and mine is just one but- surely the idea of "lesser-channlers" (my idea of wizards) could be consistent with the background story as I understand it. I see it as a way of making the "world" more responsive to your actions, one more thing to discover and be wary and possibly incorportate into your plans. If the dragons are well-done there may not be a need for this but I still think it would be fun.
I know there are plans to have wandering monsters and hero and that it may be possible for them (in some cases) to join your nation, but it may also be fun to develop the idea of wandering wizards. These could be modeled after those in LOTR-each with its own distinct personality. Some just wander around the map and are interested in only obscure things (wild life, the course of streams, forests). Others may have an interest in more worldly affairs and my try to intervene in
I would be happy to see nothing that uses gunpower in the game. Improved catapults and crossbows could fill this gap if technology improves things in that direction. Perhaps one branch of technology in the game could be the better union of increasing wepons tech with magic -magically enhansed catapults and crossbows for instance.
I too, really like this idea.
I would be in favor of a long Beta since I plan to pre-order anyway. So we will have something to play with soon, can have some real imput, and watch it get better than it would have likely been without an extended beta. What is not to like?
I think GalCiv did an excellent job in presenting many Civ traits in a balenced way. It would be great to have similar options for Elemental--Especially if it could be tied in with techs (new modded techs linked with new modded traits) the list could really be endless. Here is my suggestion for a trait: Forest Lore: gain extra food/production from forested lands, have better defence values in forested regions, better at killing random beasts roaming forests. 
This thread suggests an interesting topic. How many different types of walls are there? It would be fun (and maybe not that hard to program?) if many wall types were available -each with its own strengths and weaknesses. Suggestions? -Wall of ice-need certain climate changing spells Wall of fire-need certain climate changing spells -living walls- evil but can regenerate from any damage -hedge wall- keeps people from seeing what you are doing
Not to bead a dead bear or anything but to me the "spell of making" sounds an a lot like "the spell of doing stuff" or "spell where things happen". Better to my ears is the "spell of ending", "spell of twilight", "the breaking of ages", "song of the new age", "seeds of the new age", "wall of time", "the shattering" ect. The "making" sounds like a craft project. One thing I really like about this last journal entry are the pictures of the cities-some of them h
I hope that these ultimate spells, whatever their effects, will take a few (or even many) turns to take full effect. So...terrain would change steadily but a few tiles at a time. This will allow the player who cast such a spell sit back and enjoy the growing damage inflicted on the world. It would also allow other players a bit of time to mount a last ditch effort to dispell such a uber-spell by either pooling resources into some sort of magical sheild or counter-spell, or a
All of these updates sound fantastic! One quibble with this last post-- Please don't call the ultimate, game-winning spell of spells "the making"...... It just seems to lack a certain weight. Good work all!!
One thing that would really increase the playability and interest of this game for me would be this: That any army unit, not matter how small (think hobbit?) had the POSSIBILITY (no matter how small) of defeating the most powerful unit through a combination of gaining experience and maybe skills, collecting rare magical artifacts, magical enhanments cast by other units, and luck. I don't want to happen all the time but just rare enough so that when it does happen, it makes a gr
One thing that might be worth talking about that I have not heard much discussion on is spell availability vs specialization. All of these spell conbinations (or rather elemental combination) sound great and lends more stragegy to the overall game however if we get too clever with them -most spell might become unavailable to most mages. This is fine to some degree (you also don't want all mages to have all spells) but too many combinations might be confusing and counter-
It sounds like it would be an easy option to program and you ceertainly don't have to use it if you want a "fair and square"game. I like the idea-why not?
Yes, well....getting back to roads. What WAS the road system like in Empire total war? Also, should the road sections have a chance to naturally degrade over time? Didn't the Civ series do something like that?
One way to counter the problem mentioned by Landisaurus would be this: There could be a defence bonus for caravans and other units traveling on their own roads within their own kingdom (there are always people (farmers, common folk) traveling the roads (although not depicted as units) ready to lend a hand in a fight or at least tell other traveling band to be prepared for trouble down the road. But there should ALSO be a built-in penalty in defence for an enemy being caught o
I like Denryu's idea of integrating weather into the road system and having different effects for different quality of roads. Anyone who has traveled down a muddy two-track after a big rain knows that weather can have a big effect! This weather could occur naturally or it could be magically induced and thus bogging up troop movements and trade at critical times. It would be really fun to integrate all of these things.
Roads in Elemental have been talked about before but given the recent discussions of alternative economic models going on, it might be nice to take another look at them. Some models have caravans units carting resources from one city to another. This allows the opportunity to attach those caravans and put a squeeze on some resources if the roads are not patrolled or caravans are not guarded. This had me thinking of some potential options for roads: -Different upgrade
I like you ideas. They can add interesting situations to the game without making it more complicated. I like the idea of a mine (or other resource) running out but it needs to be a rather rare event. I think the Civ games had the right balence. Perhaps the longer you work a mine (the deeper you dig) the more likely you will find a vein of rarer metals. This would also make longer held mines a bit more valuable.
Hi Folks here are my thoughts: camp1- I like this a lot but could see where it would get to complicated for some people or maybe most people on a large map. Camp 2-too simple (for me anyway) Camp 3- This seems like a very workable compromise. A decent amount of complexity that could be either fairly transparent or allow some people to really manipulate the model. I hope with this option that you would still be able to attach the caravans-I love thin