Istari

Istari

Joined Member # 2442045
1 Posts 203 Replies 1,068 Reputation

[quote who="TheProgress" reply="5" id="2582176"] Quoting strager, reply 4 Its a shame thee aren't undead in the game. It would make for a good different Fallen race. Expansion. [/quote] Mod. [e digicons]^_^[/e]

9 Replies 8,838 Views

[quote who="Bacior" reply="4" id="2582175"] What do you think? [/quote] Firstly, welcome to the forums. I think many here may agree with your opinion regarding 'purchasing experience'. I assume though that the OP meant only an advanced unit, one level above normal. This is what I meant at any rate, as I think it is quite reasonable that some units can have better training than others, without going over the top and allowing sovereigns to create ultra-elite

9 Replies 7,906 Views

[quote who="maniakos" reply="2" id="2580606"]In mom you could also make your own undead from your normal trained city units, using death chanel (I think?) and they would cost no upkeep, like the real thing. Ah those were the days... [/quote] The spell was Zombie Mastery. All units that die in combat would return as undead under the caster's control. The Demon Lord's Life Steal ability had a similar effect.

9 Replies 8,838 Views

I like it. I think it could be implemented by having an improvement such as 'Advanced Training' that allows a unit of any type to be advanced through special training with additional costs of currency and turns. There might also be a channeler trait or talent such as 'Warlord' that has the cities of the channeler operate like military states, where all the population is virtually bred for war. This would allow the default level of units to be one higher than normal

9 Replies 7,906 Views

[quote who="Tasunke" reply="3" id="2580137"]Omeganeer [/quote] Not bad. Something like Pio-engineers, or Stronghold Pioneers might also work. *taste tests* Still needs something though. Is it currently possible to build a city around a resource, thereby encompassing it within the city proper?

6 Replies 5,841 Views

I think that both controllable and uncontrollable mega-beasts should be included, with the controllable ones taking significantly longer to achieve and costing more. Having a greater variety of sea units would be grand. It puts me in mind of Warcraft II, where there were very good ground, sea and air tactics. If Elemental can implement a similar mix, it would expand the epic.

15 Replies 10,089 Views

MoM had a fairly effective method of dealing with resource protection. If you melded a magic node using a Guardian Spirit rather than the more basic and cheaper Magic Spirit, the node would effectively be guarded by an invisible unit that has become one with the node. As far as I know, there was no more upkeep for the spirit once it had melded. I don't really know how resources are captured in Elemental, so I can't comment on how a similar feat might be achieved. But if anyone ca

6 Replies 5,841 Views

Excellent idea. This would really add a new strategical element to the game. [e digicons]k1[/e] I imagine you also meant for these traps to be hidden (i.e. not detectable by enemy units)? I think that should be the case, but perhaps also with some units or technologies/spells allowing a chance to reveal hidden traps.

8 Replies 38,667 Views

I think that the annoying effects of incremental technologies (i.e. Laser I, Laser II, etc.) would be largely negated if the technological upgrades automatically transferred to all units. So, if I upgrade my weapons forge, the weapons of all my existing units are automatically upgraded. This can be done at no cost, at a specified percentage, a fixed cost per unit, a fixed cost per unit based on unit type, or even a general fixed cost. It would really reduce the tedium, especia

30 Replies 21,158 Views

More quotes: 'Darkness is for lack of light, though light is not for lack of darkness.' 'Cold is for lack of heat, though heat is not for lack of cold.' 'Do not be too hard, lest you be broken; do not be too soft, lest you be squeezed.' 'A soldier's measure is their will.' 'If poverty were a man, I would have slain him.' 'A poor man is like a foreigner in his own country.' 'People

96 Replies 284,958 Views

[quote who="Nathan E" reply="28" id="2571521"]A lot of people are giving a unit name and an quote for that unit. If you read Frogboy's post closely, the game is going to suggest a random unit name and a random quote. I'd suggest the game have a button we can hit to see a pick list of unit names and their quotes. Random isn't sounding too useful. [/quote] I second this.

96 Replies 284,958 Views

Random Quotes: 'Whosoever finds it difficult to act justly, finds the punishment far more difficult.' 'Cold be heart and hand and bone, and cold be travellers far from home.' 'There is no magic.' 'A man confronts you, he is the enemy. An enemy deserves no mercy.' 'We served the Empire at many distant posts.....until they all got wood-worm.' 'An army marches on its stomach, yet we march on the

96 Replies 284,958 Views

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232 Replies 347,271 Views

Some suggestions: Sovereigns Royals Regals Crowns Niggles Galds Coins Currencies Pieces Bits Ends Grains Diyahs Commons Mucks Wisps Sets Lamnias Imperiums Evertos Sordes Humii Argents Fragmas Caputs Germens Ducos <li

232 Replies 347,271 Views

This game has a fantasy setting, so you could have both genders give birth through magical conception with a catalyst such as a crystal, and a vial of the partner's "essence". All descendants of the sovereign should genetically inherit this form of procreation. As far as I understand it, channelers are unique in their ability to utilise magic, and so adding this trait would be only a further point of distinction, making them almost like a seperate race. In this way, both genders becom

39 Replies 24,847 Views

Cities should have inner and outer walls. You should be allowed to decide which buildings are on the inside and which are on the outside, as this would be part of a defensive strategy, especially under siege. For example, if population were vital for a particular city, you might have all the housing situated in the inner section.

99 Replies 134,916 Views

I like this idea as well. I said something similar here https://forums.elementalgame.com/377327 , though I didn't specify that the terrain should be reflected both visually and tactically inside the combat screen, as it couldn't apply given the context of my post. I think that this idea would add an additional level of strategy to the game, forcing a player to decide the best time and place to attack a group of units to get the most

16 Replies 64,630 Views

[quote who="Cerevox" reply="33" id="2562358"]No. Any game that advertises itself as having mini games inside it to you keep from getting bored is not likely to do well. And be 'enhance the game' i mean the core game. Like, citys and troops and magic and such. The things that we are actually playing the game for. Mini games are nice and all, as long as they don't effect MP, but i am not buying or playing the game, for the mini games. And, to cover the possibility. If there is someon

43 Replies 28,222 Views

[quote who="kingtiger_522" reply="5" id="2563028"]Although I think that there're still a few tweaks that could be made to the tech tree, fundamentally I think it's a good system. I have to say, I'm not a huge fan of randomness in the research trees, as I don't think it reflects the concept believably. Research is normally a directed, focused and ordered thing, and while occasionally discoveries are made that are not exactly specific to the purpose of a particular research, I'

9 Replies 34,553 Views