[quote who="Cruxador" reply="45" id="2858387"] Quoting BernieTime, reply 36Character Creation is currently meaningless. You could start with any random hero and it doesn't matter one bit. As your King/Queen levels nearly all points gets dumped into Intelligence. If you desired to create a fire mage (for instance), it's sad when the only nodes you find are water. This is contrary to my experience. It seems to me that there are two viable types o
BernieTime
The game has come a long ways since release. Congrats, and Thank You! Excited to hear about the new staff. Hopefully you'll also be reviewing the Tech trees as earlier style tech should be easier to acquire, much like your implementation of spells/spell books. Character Creation is currently meaningless. You could start with any random hero and it doesn't matter one bit. As your King/Queen levels nearly all points gets dumped into Intelligence.&nb
[quote who="ogredpowell" reply="1" id="2857486"]another thought? I personally LIKE having differnt 'color nodes' I like the idea of both. You could either a) make colorless nodes more prevelent but WEAKER than designated color nodes, OR make cololess nodes present but rare sounds like the OP would favor A. Part of the reason of having colored nodes is to make the magic victory harder (not just an 'i win button' when you research far enough in the m
The change to having a global mana pool was an excellent move, but I'm finding character creation and spellbooks pretty lackluster. That's not to say that the revamped spells don't look pretty and all. In the new incarnation of Elemental 1.x, Character Creation became vanilla. Race choices exist that impact your empire growth, but as Elemental is inspired by Master of Magic (itself inspired by the Magic:The Gathering card game) the Mage Creation feels nearly pointless or jus
[quote who="Malsqueek" reply="4" id="2852496"]Frankly, I think its a little silly that destroyed caravans don't re-spawn themselves, and that they don't stop running when you go to war with a country.[/quote] This. Really hate the micromanaging of Caravans after they've established a route
Ambassadors get repelled from other empire borders like any other unit. Think they're not fully developed in the current builds. Caravans are okay, but they really shouldn't be able to trade with other factions until trade agreements have been made. Right now they pretty much can be used for spying. You really shouldn't be able to see what units are in a city, or anything about that city without developing other Tech (like spies).
Really like the direction the latest builds have taken, great work. Speaking of Ships, their movement is painfully slow. Hopefully there will be a pass on Ship animation. Currently playing "Kraxis" on a Medium map at challenging difficulty. Recruiting Heroes needs a pass. Early in game I found a couple, then nobody until way late in the game. Actually flooded with heroes now. The problem seems to be that Heroes are only spawning i
As I'd stated, I've played a number of games in the latest beta. So far the continent has been VERY sparsely populated with nodes. Like only 5-6 nodes total. Kind of hard to build up any sort of mana base when so few nodes are to be had.
I'm very pleased with the current direction of Elemental. The tech trees are fleshing out, and spells are looking pretty good. The current issue I have is that with the global magic system, accumulating points to actually cast spells is awful. After playing through a couple of games, only a handful of nodes ever appeared making mana production moot. I can recall having one good battle involving magic which burned through the mana stockpile and never regenerated
I had the same exact problem (Thanks Comcast!), and not being able to play a stand alone game was entirely unacceptable.
Glad to hear about the changes to outposts. Maybe in the expansion we could also have building upgrades. Like expanding on outposts so that units stationed there may have an opportunity to heal over time, friendly Caravans that tag an Outpost establish a road (which would be handy if you plan on having cities that are really spread out).
They should be able to be built within the city's zone of control without needing to be directly attached to another building. Then they become useful.
[quote who="Hadberz" reply="6" id="2778237"]Please make it when the enemy sovereign dies, their empire continues on. One of the Fallen sovereign charged right into my city, which had a army three times as strong. They died and their empire went poof, felt like a hollow victory.[/quote] This
The idea of Action Points above only applies to when units are within the Tactical Battle screen. Movement on the main map seems to be just fine.
[quote quoting="post"] On the other hand, having the tactical battles eliminate "action points" but instead go with initiative on a per unit basis is too much for A (that's not the system we had in mind for War of Magic) but is something we would do for B. [/quote] Glad you read my post earlier, but I'm not sure you quite got what I was saying as my comments were for use specifically within Tactical Battles. I
I really like the potential of the Tactical interface however do not like the way in which speed and movement are currently implemented. On reflection I would prefer a system similar to the old Champions RPG where Speed is used to determine which unit has the initiative. Units would have generally Two actions they could perform during their "turn". - Half Move (One Action Point) - Combat (One Action
[quote who="phazonfreak" reply="15" id="2757855"]2.8 How can I use caravans and what is their benefit (Food, Roads)? !!! Beware that the caravans/traders can be attacked and destroyed by enemies. Even though the roads will remain, you are forced to train a new caravan if you want to re-establish the trade route. !!! [/quote] I don't mind that my Caravan's get destroyed, it keeps my armies on thier toes. However, having to retrain the unit each time is an unnece
I found out that if the Soveriegn Essence is reduced to zero, on leveling up you do NOT have the option to increase the essence stat anymore. In fact Essence is no longer listed as a stat after being reduced to zero. =(
Character Creation: Hardy : extra HP's. Seems vanilla and I have no idea how much extra health this is. Why would I put points in health if this is better/worse than raising stats. Cost of Spellbooks. Wish the first choice was free, and each additional cost more 0/5/10 Request: Cosmetic Armor/Weapons for character build. All those cool(?) poses and my Sovereign has nothing to hold on to. Game really hates tab
Reveal cannot be cast upon an area you already explored. This is inconvenient as I sometimes want to check an area for enemy units hidden by fog before moving back into an area. I would also like to see another version of Reveal that is less costly and only allows you to view Terrain; does not show troops, cities, etc. This would help reduce wasting time exploring areas that are impassable or dead ends.
Most of the tile sizes are fine, but it strikes me as odd that while my citizens have a nice big school house I expect my military to train in a closet. I would think the Barracks should be a bit more prominent tile for a game that has the word "War" in its titile.
It would be nice if they were born with Essence
That's the same thing that happened in my last game
I stand corrected. However this is still going to be an issue for people/luddites that cling to 2-button mice/trackballs
I'd upload the files, but don't see how you do that with the above tools. Files pending