Sethai

Sethai

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

good suggestions. i too like the idea of the different schools of elemental attacks spells having secondary affects to differentiate them, as well as damage. however, the problem with these (and most non-damage affects) is that there's no magic resistance stat. so most non-damage effects are either useless due to their short durations and small areas of affect, or massively overpowered because of their irresistability. i fought a bunch of shrills yesterday. if i'd auto'

13 Replies 14,396 Views

[quote who="_PawelS_" reply="11" id="2757293"] Quoting xMoMx, reply 10Tbh remove teleport completely. It kills strategic aspect of the game. Let us foresee enemy moves and counter them with armies placed beforehand at proper points. We wanna play with geography of our magical worlds. Well said [/quote] well, if it's only for sovs then it doesn't allow you to make an omni present army. and if group teleport is prohibitively expensive, it's not

29 Replies 82,158 Views

[quote who="Phantus" reply="26" id="2757182"]I can't believe somebody thought this was okay to release. Constant crashing and a one act campaign?!? The patches haven't really done anything to stop the crashing. This may very well be the end of Stardock.[/quote] not if i have anything to say about it. once they get the performance issued ironed out i will be evangelising this game to all of my friends, assuming they actually get around to putting togeth

55 Replies 145,961 Views

[quote who="TroubledWaters" reply="7" id="2756839"] -It is currently impossible to have a sovereign with a cool looking tooltip. He is perpetually unarmed and pointing his imaginary weapon at something. I guess this is slightly better if you waste your character points on a crappy spear you replace in a few turns anyways. Still, doesn't look that impressive. I love how my flavor text is "Soon they shall feel the Blade of Wrath!" and there is a picture of a guy pointing his hand at someon

34 Replies 78,286 Views

[quote who="ozzlok" reply="8" id="2757092"] Quoting Novaburst, reply 5It is obvious the lower level teleport weren't meant to teleport the sov + stack. And only the later is. If that is so then that plan by stardock is almost rediculous. Who has their soverign running around the map early on without support troops? And if you run into serious trouble you would be expected to teleport your sov back and leave those troops stranded or left to die. That could be a huge waste of gi

29 Replies 82,158 Views

I actually love a lot about elemental. The point of this game is not imho, settlement management and economics, but a War of Magic. i'm not too fussed about the ai issues, but for me the game just doesn't get the war or the magic right in a way i find satisfying. most of this is imho down to fundamentally flawed game mechanics. the biggest problem with combat at the moment is the concept of combat speed. for those of you who don't understand it (and i don't blame you),

21 Replies 69,248 Views

[quote who="sagittary" reply="7" id="2756966"]The way Civ 4 handled it is that upon declaration of war, units were moved to the border. Though in general, there needs to be ways of telling the other players stuff (AI or otherwise) such as "Please move these units away." instead of being unable to do anything outside of "Do whatever you want" and "War! Kill 'em all!" Also, why didn't you teleport back to safety? Not enough mana?[/quote] don't

10 Replies 8,598 Views

imho the easy settlement and resource management are the two best parts of the game for me at the moment (though i wish i could get some decent looking walls that didn't cost a ton of maintenance). it's the combat, unit design, magic system and stats that ruin the game for me, and on those aspects the testers have been right (imho) from the beginning.

55 Replies 145,961 Views

[quote who="alaknebs" reply="4" id="2756918"]the empire one you have to research.. (lvl 2? 3?) for some reason, you get teleport to start with in kingdom and have to research imbue. but you get imbue in empire and have to research teleport.[/quote] personally i think the differences between the two "generic" spellbooks for the two sides are pretty arbitrary and pointless. i also don't understand why i have a death spellbook without ever sele

29 Replies 82,158 Views

i still want to know how i can cast teleport at all as an empire player. most useful spell in the game and it's free for one faction and hidden for the other?

29 Replies 82,158 Views

game really needs ability to combine units into squads etc. and also an option to upgrade units (over time, not the instant, ridiculously expensive way GC2 did it) the spell book differentiation idea is a good one too. though i would vary them by adding other affects to them rather than making them weaker in comparison. ie, earth spells do just damage (ut slightly more in the first turn), freeze spells have a chance to hold, fire spells do residual damage in the following turn

17 Replies 63,408 Views

i agree it looks ridiculous and the squares are far too large. however i'm a realist and don't expect that fundamental a redesign. your point about terrain is a good one though: it's something i've never even thought about in game: it's that well hidden. the best i'm hoping for is a redesign of combat speed (which i will be creating a rant about very shortly), better battlefields with more space to maneuvre, and mechanics that make maneuvering worth while (ie, no counter attacking uni

9 Replies 4,141 Views

[quote who="ElradV" reply="9" id="2755951"]Work out bugs, Re-work mechanics (tactica, magic, etc) Balance, Polish, Balance, Polish Add rich content, lots and lots of content...while trying to also capture that ever elusive "charm/character" that the games we love all have. It's all in the details, no part of the game should feel like someone took a shortcut. Then re-release it (expansion/whatever) - call it "Elemental war of Magic: Redemt

101 Replies 50,820 Views

i think i read ina recent journal or post that they are considering having a shared mana pool for all your faction's channellers (sorry i can't find the source). i think this is a really good idea, so long as the regen is sufficient, as it makes the choice of who to imbue more one of logistics than simply multiplying your mana regen. if this is the case then i would tie the shared mana pool to buildings (that are built, through the sorcery tree). this keeps shards doing

31 Replies 17,970 Views

[quote who="VR_IronMana" reply="23" id="2754634"] I like this idea. Like you said, make things more continuous while still keeping for equip trade-offs for power vs speed. I also think leveling up should give AP just by virtue of level. (Something like AP = 2 + (level/4) + AP adjustments [spells, armor, whatever] ) Certainly would make champions and sovereigns more powerful on the battle field too. [/quote] y

24 Replies 87,260 Views

no[quote who="nexus991" reply="21" id="2752850"] Quoting Sethai, reply 20is it just me or does every thread i post in immediately die? coincidence maybe lol but i might be wrong, i take this isnt the first time it happens ?[/quote] no! and it almost always seems to happen as soon as i get my big brainwaves. i have the forum touch of death.

24 Replies 87,260 Views

have recently got Stainless Steel 6.3 for Medieval 2 Total War. it's the game it should have been all along. while i love the idea of elemental, the game still doesn't seem fun. i mostly just play it so that i can discuss it on here. new third age total war is also good, although i have problems finding a faction i really want to play. rhun are great bu too easy, the conditions for arnor are ridiculous, gondor too obvious and most of the rest are

114 Replies 50,049 Views

what i want to know is how, if at all, i recombine survivors into new squads etc, if it's even possible at all. and if there will ever be a retraining/upgrading mechanic. it always bugged me this never made it into gal civ 2 and i had to scrap every generation of ships to build new ones.

8 Replies 6,822 Views

[quote who="Spyndel" reply="18" id="2751337"] Quoting VR_IronMana, reply 17 Not a terrible idea in principle, but it would require complete re-balancing of map movement. I don't think we want tactical map movement of 6 and 7 squares (without using exploits like ammy stacking, where map move is theoretically infinite) [/quote] you say it as if it's balanced at all at present. myself i'd do it like this: typically in

24 Replies 87,260 Views