Greyclouds40

Greyclouds40

Joined Member # 3496872
0 Posts 0 Replies 11,390 Reputation

I second the "fodder" unit strategy as being far too powerful at this stage in the game. I created army tiles of 7 squads (7 units each) of "fodder" units as per the OP's recommendation and I was able to topple some lesser cities and armies. While I lost many units, I was able to create new units every two turns at my major cities. If I was able to attack first, I would deal significant amounts of damage to any squad-based unit. Against some city sieges and hi

30 Replies 98,378 Views

[Air node to Death Shard] How the bug was found: I built an air node on top of an air shard. Several turns later, I attempted to cast the spell that changes the node to a death shard. The turn that I cast the spell, the node completely disappeared from the strategic map. Next turn, an unbuilt death shard appeared. The "build" icon and button appeared next to the shard when I selected it. Pressing the "build" button did not build the shard. Additional de

0 Replies 2,281 Views

[quote who="hubichakakov" reply="5" id="3092445"]Given the number of outposts seen in a given game in its current state, I think adding more things "to do" with outposts would greatly increase user fatigue while not adding any more depth or fun to the game. As it is you can "upgrade your outpost's defense" by putting units in it. I don't think that for what outposts are supposed to me (resource grabbers) that it needs to be any more complex than that.[/quote] &nbsp

35 Replies 18,081 Views

While the creation of an outpost provides a maintenance-free method of capturing vital nodes without promoting city spam, I feel that they are not well-integrated with the defense systems of the game. In addition to this, they are extremely fragile and static particularly when compared to cities. Case in point: defenders that are stationed on the outpost are still rendered on the overland map (unlike city-positioned units which are not rendered when garrisoned in the city). This

35 Replies 18,081 Views

I like the combat speed modifier concept! Makes it so that there is a hierarchy of weapons: daggers attack faster than axes; axes attack faster than bastard swords; bastard swords attack faster than great swords, etc. That is a very good idea, and I think it would balance out weapons in terms of damage vs speed. Like, a melee unit gets a 2handed spear with a -5 speed modifier and a 2 tile range. He faces a dagger wielding melee unit who has a speed modifier of 5. The tile range benefi

82 Replies 162,729 Views

Kohan 2 wasn't too bad, but I agree that it reduced the scope of battle which was a high point of the original game. The more I think of this concept, I believe that it is possible to marry the two concepts together. For instance, when you build a fort, you get the following instant bonuses: 1. Health regen of your troops within a radius of the fort. 2. Defensive bonuses when garrisoning the fort 3. Additional "van

35 Replies 19,715 Views

[quote who="klaxton499" reply="4" id="2565591"]I Agree with imbiginjapan. That is what Kohan did. Free garrison, ZOC, and no overlap with other forts or cities to prevent spam. Incidentally forts did grant access to resources within the ZOC which helps reduce city spam and provides an upkeep free source of defense. Overall it worked very well. Kohan was RTS but the mechanics still apply to Elemental. You can't guard resources with standard troops when

35 Replies 19,715 Views

One of the most endearing aspects of Stardock's current offerings (and perhaps one of the coolest implementations of this type of concept I've ever seen in a 4X strategy game) is their implementation of starbases. Starbases serve as potent defense, sometimes offense and possibly economic boons to the player. They are customizable (to a limit) and properly restrained. I believe that this implementation could be carried over to Elemental in the form of forts. Gran

35 Replies 19,715 Views

As a huge fan of tactical turn based strategy games, I wanted (after several months of lurking) to inquire about support unit equipment and to make some suggestions as well. Please forgive me if this is already instituted in the beta, but here are my suggestions: 1. Faction/racial differential support units. I find the equipment customization unit building portion of Elemental to be a very interesting idea, but if that equipment only turns out to be relegated to melee v

3 Replies 5,140 Views

Age of Wonders 2 and SM allowed for the alteration of magic nodes, perhaps a compromise system could work here? This is simply brainstorming on my part (without beta access and a simple run over the wikia page for the beta), but maybe a spell that consumes essence to change a shard to whichever type of shard you wish? I'm thinking of a way to make it difficult to change the shard properties (so as to keep them as strategic necessities) but to still have that option if y

28 Replies 16,165 Views