Sethai

Sethai

Joined Member # 2302684
5 Posts 84 Replies 19,872 Reputation

this always annoyed me. the mana costs are almost the same, they're in the same books, so..... i don't know which is better, but if one is stronger then they're imbalanced, and if they're equal one's redundant. so which is it? so many redundant spells in this game. i'm still not sure which "haste" type spell to take, if either.

4 Replies 4,718 Views

[quote who="sagittary" reply="52" id="2771162"] Total War only has a handful of combat stats. Attack, Defense, Morale, and one or two others. Victoria 2 also has a handful; Attack, Defense, Discipline, Morale, Movement, and Teamwork (or something). All these stats are also broad and generalized while addressing factors other than pure equipment; they measure skill and mood. But they mimic combat far more accurately and satisfyingly than Elemental at the moment. The poin

140 Replies 329,225 Views

[quote who="AlixeniusTheGreat" reply="34" id="2770876"]Wjatever happened to originality in the gaming community these days? I always use personally significant names, usually from book series I have read/am reading, so I always have a list of cool sounding fantasy names for my cities. If all else fails, I name them after the municipalities surrounding my city, or after myself. [/quote] well perhaps we want to play in the game world of elemental that has been created for elemental

41 Replies 139,138 Views

[quote who="sagittary" reply="25" id="2770848"] I would say that a bunch of very specific statistics is bad. For instance, if there is magical lightning damage reduced by magical lightning resistance and that's one of several magic types, that's pretty darn specific. You're not likely to see that stat come into play every combat or even every other combat. It's not really meaningful or significant to get lightning resistance outside of very specific situations. It's complexit

140 Replies 329,225 Views

why not split spell books from the elements entirely? ie no book of fire or water, but a book of lesser destruction, a book of minor summoning, a book of minor enchanting, then give EVERY spell in the game an elemental association so even a sov with only one book will get a benefit from any shard, but sovs with more books get more benefit. then create a common system for researching all spells and books (i'd personally merge the sorcery tech tree and the spell research mechanism and

26 Replies 19,686 Views

is it just me who really dislikes the way that defenders get a counter attack against every single attack made against them? it allows melee units to do at least twice the damage that ranged units can, and really slows down proceedings. currently there is little advantage to surrounding an enemy versus letting him take on your units one at a time: the same number of attacks are made in either case with no modifiers. plus it slows down battles and makes the turn system far too coarse grained.<

11 Replies 5,247 Views

[quote who="sagittary" reply="9" id="2768515"] No, they did not. The pikemen did.[/quote] well, it depends when exactly in the medieval period you mean. true, attacking the front of a solid pike formation was suicide, but the ability of cavalry to outmaneuvre infantry, neutralise missile troops and give the allied infantry the advantage through a flanking maneuvre won a lot of battles. it most of the cases i have studied, infantry were a powerful, yet dependable constant, a

35 Replies 14,923 Views

what annoys me is that in the early game i have to build my cities in really awkward annoying narrow spots between the coast and forests (which i can only remove at 1 tile every 15 turns with blistering sands) and such like, just so that i can get the resources within their area of influence at the start of the game. the worst of these is the starting settlement which MUST be within two tiles of the starting fertile land, just so that you can get enough food to ever expand. however, once i ge

145 Replies 85,947 Views

[quote who="gapper4" reply="44" id="2770050"] While I certainly respect your opinion [this being a free country and all], I simply cannot see why anyone would prefer TBS to TW-style tactical combat. TBS does not have a single advantage over TW-style, and does have many disadvantages. Since you can pause the game and issue orders in TW, you can make it as TBS as you want. It's entirely up to you how many "turns" you want a battle to have. You can't even flank properly in Elemental.

72 Replies 54,585 Views

i think there should be a predefined, long list of good names for each faction. establish a linguistic theme for each: this is a really easy way of giving each faction a bit of individuality. by trying to make a random generator sound good you end up applying so many extra rules that you might as well just write out all the permutations. give one faction a romanesque theme (places ending is -us and -ium), one a more refined elfish lilt, etc.

41 Replies 139,138 Views

more imprtantly, i'd like to see a combat advantage for taking a mount other than just speed. there should be hit point increases and a massive attack bonus on the turn you charge. cavalry ruled medieval warfare.

35 Replies 14,923 Views

[quote who="ozzlok" reply="3" id="2768208"] I have to disagree. IMHO RTS games come down to about 10% strategy and 90% CPM (clicks per minute). There are even apps available for RTS games that will put an average CPM number up in the corner that you can monitor duing your games...Starcraft, C&C, Total War. If that isn;t a major part of the RTS then why do so many RTS players care what their cpm is? You can make up for a whole lot of strategical m

46 Replies 26,420 Views

just thought I'd start a fun topic to give us a break from arguing over the minutiae of how best to fix the current situation of the game for people to and share their wildest ideas for future elemental games and expansions (assuming they are ever made). personally i'd like to see a further refinement of the strat mode, but make a big push to replace the tactical battles (probably the weakest part of the game at the moment) with.... epic, To

46 Replies 26,420 Views

definately the specializations need to be displayed and some leeway for inspecting your empire first to be allowed but.... generally i'm not sure i even like the idea of levelup specializations. it's like they suddenly thought "holy crap, we need to come up with a way to make people care about levelling up" and just decided to slap on an arbitrary percentage bonus. imo the advantage of levelling up a city should be the ability to build new buildings (or maybe a base imp

6 Replies 34,424 Views

i have never really got into the adventuring side of the game. usually i don't spot any inns within my territory after the first quest, and i can't figure out how to increase my notable location level. i think it's shameful that hp are linked entirely to con, with no level based bonuses. CON should provide a % bonus to base hp tied to level. currently even a well defended sov can be killed with one or two well placed attack spells. it doesn't help that the equipment in the shop makes it more

10 Replies 12,659 Views

currently i think i like the global resources as is. conquering a crappy city on your outskirts and then having to develop it for years so you can reinforce your frontline armies is pants. as is the micro of shipping troops half way across the map (see total war games). forcing every settlement to develop, to me discourages the idea that the game is about having a few resource based outposts surrounding each city, and therefore makes power even more proportional to the number of settlements,

111 Replies 345,181 Views

really, i currenty believe the present system is awful and needs a complete reimagining. giving hp bonuses to armour makes the stats an awkward compromise. i'd make the stat system universal, and have different hp systems for heroes and buildable units. keep items limited to attack/defense bonuses and hp tied to experience and stats. start with a base amount of hp, give an additional amount for each level of sovereign (or recruited experience), then multiply the whole thin

2 Replies 5,715 Views

[quote who="Mtn_Man" reply="18" id="2766397"] Quoting alborrelli, reply 13 And please.. please please introduce truly random events. I'd love to get that message at the beginning of turn saying, "sorry dude, a fire burnt down the XXX in your city"... or "sorry chump, theives made off with 20 chrystals" from your vaults... now THAT would rock. That would suck, actually. I hate random events that arbitrarily punish the player. It would be

35 Replies 20,046 Views

even with a few gold mines, i usually still find myself in the same position as the OP and i've played quite a few games now. what's the point of building multiplier buildings when there's nothing to multiply? there need to be a few more base gildar production buildings. or alternatively, give me an extra gildar per turn per level of city, to encourage people to develop cities instead of building lots of little outposts.

53 Replies 27,440 Views

they have all the same problems as minor civs in gal giv 2. the point of them, i believe is to add colour and give the player some easier conquests in the early to mid game. however, the arbitrary limitations on their nature are totally pointless. if you want to have factions that are more isolationist and less powerful generally, then this can be done completely through giving them different AI and changing their stats.

15 Replies 12,189 Views

i have problems with this bar too. usually the resources are properly displayed in a black on transparent grid, but the pretty background image fails to scale correctly along with it. pretty minor though.

2 Replies 3,641 Views

[quote who="Nack210" reply="26" id="2765612"]It'd be nice if caravans produced 2 things. 1st: Gold. Always. 2nd: One of the resources being produced in one of the two cities. Or even better, one of the resources made by the TARGET city. That way, if you trade with a friendly city that produces, say, horses, and you don't have any, you could get them that way. [/quote] this. exactly.

35 Replies 34,227 Views

[quote who="Gene1966" reply="12" id="2764216"]FWIW... my two cents I think the current implementation is a design trade-off decision, I have no actually proof it's only my opinion or guess. I based this off existing game mechanics of Food Production. Unlike most strategy games were food is a required resource to expand one's population AND farms or other food producing improvements can be constructed, in Elemental only nodes that are fertile can produce food

35 Replies 34,227 Views