Udpated, and noticed that; Opponent continually sends pioneers next to my city where my Sovereign can easily slay them. In one tactical battle my Sovereign was continually casting spell blast (the spell that does 30% of sovereign's intellingence in damage) at enemy forces while they chased one of my units around the map. Even when adjacent to my sovereign they did not attack him. If they had just slew the sovereign they would have won the battle. Looking
Edwin99
I would like to see a flag for hero only tactical battles in quests. This would allow for battles where only hero units can enter battle. No friendly armies, no summoned creatures, just heros. Sample Quests with Hero Only Tactical Battles; Heros enter the lair of an ancient dragon. Heros encounter an evil lord and his guards in the grand hall of his castle Heroes explore a cave; home to a tribe of darklings. Hero
I suggest a flag for hero unit only tactical battles. This would be used to create quest encounters where only friendly heros can participate in the tactical battle. No armies, just heros. With such a flag I could build encounters that has heros exploring ancient caverns, the ruins of a castle or the interior of an inn. - Ruins of a dragons lair that only heros can enter. - In the hall of an ancient castle the heros
I too would like to see more random/unique buildings. Perhaps wraith research unlocks a building that is unique to the wriaths - Mummy Laboratory (allows wraiths to recruit Mummies - slow moving but powerful undead creatures) Or perhaps a building that is available early to the wraiths is available to the another fractions only after a quest is completed. - i.e. an anicent tomb is explored and therein is found the instructions on mummy creation.
Frogboy, have you considered adding more tactical magic spells to Elemental? About 10 to 15 new tactical spells. This would would give the player and the AI a wider range of tactical choices to make on how to fight the battle. Furthermore, excluding the AI progamming, some of the spells (i.e. tactical summoning spells) would be relatively simple to implement. Example: Tactical summoning spells where the summoned creature(s) stays for only a num
Repurposing Elemental Content Elemental and FE has a lot of good content - a back story, races, creatures, encounter areas that must be cleared, - dragons, spiders, elementals and overland maps. If I was developing an RPG at Stardock I would seriously consider using this content to dramatically speed up product development and allow for a richer unique environment. I would base the core mechanics of the RPG on the Pathfinder 3.5 Open
Correct, I see these as being tactical combat spells where the summoned creature would last at maximum until the end of combat. In fact, I would like to see these summoned creature lasts a number of tactical combat turns equal to the summoner's level. A 4th level sovereign's tactical summoned creatures would last for 4 tactical combat turns. That said, the addition of tactical combat summoning spells also presents opportunities
Any thoughts on the pros and cons of adding tactical combat summoning spells to 1.3? Tactical combat summoning spells that use existing creatures would be easy to implement and give those focused on magic more tactical combat options. The summoned creatures would vanish at the end of the tactical combat. Example: Summon Giant Spiders, Summon Wolves, Summon Dragon, etc.
[quote quoting="post"]Champions will offer to join you automatically when your faction meets certain milestones [/quote] Interesting, could this mean; 01. You raze a city and you attract an assassin? 02. You build a library and attract a sage? 03. You build a beehive and you attract a farmer? 04. You marry Princess and her bodyguard joins your kingom? 05. You build an archery range and attract an expert archer? 06. You raze 4 c
In 1.3 I would like to see the different races start to become more unique so that when you are playing the fraction A, it plays differently from the other races. To do this I suggest starting with one race - the Trogs and give them unique dialogs, technology, buildings and spells that are not available to the other races. After this is done I would start to tweak the AI to make the Trog AI play different from the other AIs. Example: 1. Since the Trogs are stronge
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Request: Please consider making one or two races more unique in 1.3 For this I nominate the Trogs and Wraiths. Give the Trogs access to a weapon technology that the other races don't have access to (nets and tridents anyone?), a unique building or two, and give them some unique dialogs so that when you are engaged in diplomacy with them its really different. A different style of a grand hall, a different attitude, etc. Have the trogs respond differ
Suggestion: Hero's and sovereigns know specific battle tactics (i.e. traits) A unit in an army can use any battle tactic known by its highest level hero/sovereign. Example: Hero Marcus the warrior has the Raise Shields battle tactic trait. Any unit of Experience level x; or greater, under his command can use this tactic. An unit commanded by a hero that does have this trait cannot use this battle tactic because it's commander is not wise enough t
I liked the tactical combat better in the first version of Elemental. In 1.0 AI attacked with summoned creatures and cast spells at your forces. In the updates, magic magic has been nurfed so much that it is rarely used in combat by the player or the AI and summoned creatures; other than the imp, rarely make an appearance. Its just a clash of armies with minimal tactics and no magic. For V1.3 I would like the designers to consider a wider range of ta
I agree that Elemental is good, not great. That said, I miss the magic of the early versions where both sides would cast magic spells during battle. Now, in most battles magic is not used in tactical battles.
I would like to see quests that can unlock new spells or technology if they are completed. Example: A demon is guarding a temple with an ancient book of magic. Slay the demon and you can research a new summoning spell. Example: Free the imprisoned sage and you can now reasearch phalanx spears that give you; whether attacking or defending, a first strike ability to soldiers so equipped. Example: Rescue and return the King's daughter to her father and&
Lone PCs should also have an option to attempt fleeing a battle if confronted by a superior foe. If they successfully flee the battle there would be a chance that they would join another fraction. Perhaps, joining your fraction and giving you intelligence about the enemy army that tried to kill him., Example: NPC Scholar is attacked by Soverign Regilus. The scholar has a 20% to flee the battle. The NPC scholar flees the battle and joins the Mancer ki
To add some flavor to NPC interactions I would like to see NPCs have a morality rating that would affect the sovereign's abiltiy to recruit them. If the sovereign's morality rating is below the below the NPCs you can talk to them but you can't hire them OR the NPCs demands a larger incentive payment to accept your offer. Example: A sovereign with a morality rating of 100 meets an NPC of Morality rating 80. This NPC will agree to work for the sovereign as
Killing PCs does not harm your reputation or ability to hire other NPC's in the future, but it should. I would like to see NPCs have a morality rating and the sovereign's rating decline when he slays NPCs from his fraction (Empire or Kingdom) If the sovereign's morality is below the NPCs you can talk to them but you can't hire them. Example: A sovereign with a morality rating of 100 meets an NPC of Morality rating 80. This NPC will agree to work for t
I suggest that 1.3 include new tactical spells that can change the dynamic of a battle. 01. Courage (Enchantment) (Level 2) - Unit receives a bonus vs morale checks for duration of battle 02. Mass Courage (Enchantement) (Level 5) - All friendly human (non summoned, non creature) units receive a bonus vs moral checks for duration of battle 03. Rain (Water) - Rain covers the battle field and limits the field of veiw to 3 tiles for all units; enem
I would like to see unit tactics added in the 1.3 update. What are unit tactics? Unit tactics are orders that a player may give to individual units. These orders give a unit specific penalties and advantages for that combat turn. Examples of tactical orders: Defend - Defending unit has a chance to strike any attacker first and it cannot move that turn. (chance is 40% for veterans, 50% for expert, 60% for
I would like to see some personality shown in the tactical: Autoresolve Battle Perhaps, this would be managed by the skill of the highest rated hero in the army? Example: Warrior 1 favors offensive tactics, and is more aggressive Example: Scholar 3 favors defensive battle, waiting for the opponent to close instead of rushing into battle If Warrior 1 and Scholar 3 are in the same army, the army will follow the tactics of the higher level Scholar 3 hero. Per
[quote who="Frogboy" reply="82" id="2933120"] c) Add a different set of quests, random events and other "content" to give the world some more flavor. [/quote] I wonder what sort of "content" Brad has in mind to give the world some flavor? Perhaps, - A sage that tells you about the background of the different races of Elemental in the course of his converation with you. - A nobleman that asks you to return his daughter;&
I like the idea of researching old languages and having them unlock technology and magic paths that date from an age long past. Perhaps, you recover an ancient tome of magic and can't use it until the ancient language can be translated.
Having a fear spell trigger a morale check should reduce the chance of it being easily manipulated. Why? 1. Though it will likely work on a peasant unit (with low morale), it has a much reduced chance of working on trained units with a higher morale rating. This increases the importance of fielding trained units that are less likely to be affected by fear. 2. I would think that fear spells would not work on summoned creatures. You could give summoned (or unde