Cruxador

Cruxador

Joined Member # 2941996
0 Posts 295 Replies 475 Reputation

[quote who="aLap" reply="100" id="2802233"]Awesome! Now add better eye-candiness to the game (minus the silly graphic demands of Civ V). Pretty please. [/quote]Man. Your priorities are way different than mine. Eye candy? Why would he prioritize that?

133 Replies 446,948 Views

[quote who="Deth_Nightslayer" reply="67" id="2802443"] Kael wrote the whole backstory of Fall from Heaven, he was also the "lead desginer" and basicly driving force behind the mod. I so hoped he would do a FFH mod for elemental and this is even better. I am sure Elemental will stick with it's current backstory but will become more of a MoM style game as FFH was the closest I have ever seen another game come to it. I forone also hope to see the races get thier due under him.[/quote]While

95 Replies 116,805 Views

[quote who="Gene1966" reply="5" id="2800911"] Quoting KingHobbit, reply 3I would also like to see "heroes" gain experience over time. For doing nothing?[/quote]I think he means like in Fall From Heaven 2: A special hero that does indeed gradually increase in power for no particular reason. It worked quite well in that game. But that was because it was a hack of the Civ IV engine. We can do better than that. We just need our Champions to be tougher.

13 Replies 4,049 Views

[quote who="Frogboy" reply="141" id="2799852"] Kumquat's just for internal use. It's not something we'd license externally. [/quote]Why not? Is this a business decision; keeping exclusivity? Is it just not worth the trouble? Or is there some other reason I'm not thinking of?

196 Replies 680,758 Views

[quote who="Darvin3" reply="7" id="2799637"]Just make everyone age at the same rate, then ignore age-related effects completely and allow heroes to reach ages potentially hundreds of years old. Hand-wave it that in the world of Elemental, there is no such thing as growing old.[/quote]That's not a minor handwave, though. That's a signifiant setting change, and I don't support doing it for something this silly. Now, what could be done would be to say that channelers passively prev

17 Replies 15,490 Views

[quote who="DKL" reply="7" id="2796303"]I'd prefer good wiki rather than single guide. Speaking of which, is there any for EWoM?[/quote]Yes. http://elementalwarofmagic.wikidot.com/ So far though, nobody actually uses it.

18 Replies 11,920 Views

[quote who="Sethai" reply="17" id="2793310"]well, population only currently grows exponentially. it need not. if it is found that this makes level requirements hard to meet in the end game, then change the level up requirements. much easier to tweak a couple of numbers to fit a solid system, than try and tweak a broken system to give the right numbers (as currently happening) btw, i leave scope in my system for pubs, prestige etc to count as additional food in any given town.[/quot

21 Replies 22,791 Views

[quote who="alaknebs" reply="5" id="2792922"]mind you.. they are all royal, so i guess royalty should do something else - for that matter.. your sovereign is royal by definition, isn't it.... (just rename royalty as it is now to something else.. maybe tweak it)[/quote][quote who="Gwenio1" reply="8" id="2793097"]Not only is royalty over powered, but it is baddly named. If champions are going to have it then it should be renamed 'nobility'.[/quote]The royalty indicates that they were part

17 Replies 11,277 Views

[quote who="Black-Knight" reply="57" id="2793036"]Having one unit beamed up by Scotty would be already annoying enough, but having a WHOLE ARMY teleported, is something never seen in fantasy and a total game breaker. In Start Trek and Star Wars and all that, they have Hyperspace: THAT is the equivalent of teleporting an army.[/quote]This is true. The exception to this is when using stationary gates. They are not universal, but they occur fairly frequently. Gates a fairly important part of the

74 Replies 61,052 Views

[quote who="nOObonian" reply="36" id="2792537"] brings to mind an important point: Why are they called Moon Gates? What do they have to do with the moon? Fist time I saw Moon gates were in the Ultima games and then in Ultima online. There were a number of moon gates around the world. When you stepped in, your destination would depend on the phases of the two moons. You had to look at a map and figure out the phases required to take you to your desired location. Was

74 Replies 61,052 Views

[quote who="Gwenio1" reply="27" id="2792457"]One game that had non-game breaking magical transportation was Lords of Magic; all magical travel was a one way trip that required the units being transported to be in a specific building. Because the units had to get back to the "teleporter" it caused it to be a way of having a strategic reserve, rather than a way to take over the world with one army. Also for each of the structures (and there was never more than two on a map) you would only be ab

74 Replies 61,052 Views

I like this idea. Frogboy's version is sort of a really good one, but I also feel like there should be more stuff to make magic matter, and this is a good way to do that. I feel like it should be possible to make gates, although certainly only at a particularly advanced spellbook and level. Seems to me, the easiest way to make this happen (by my perception) would be as follows: Caster casts gate: A gate is formed between caster's position and target tile, which must be

74 Replies 61,052 Views

[quote who="MasonOfSparta" reply="7" id="2792407"]While I'd love to call this a lottery feature, and not a bug, I'm afraid I'll have to look into this. Enjoy your socialist pig money while you can.[/quote]A lottery feature like this would be pretty cool, actually. Although maybe a bit less extreme.

9 Replies 3,631 Views

Edwin, I would like to see those abilities, but making them determined by a hero is a bad implementation. They should be inherent, assuming units have the appropriate equipment. Heroes could provide bonuses, though. That makes there be such a thing as generals. A general could grant, say, +1 attack whenever a unit is using one of those abilities. Some minor nitpicks on the abilities themselves: Charge is wrongish, there shouldn't be a defense penalty, logically.

14 Replies 54,644 Views

I agree entirely with point one. I agree with point two, if it uses the second implementation. The first implementation just sounds tedious, to little actual gain. I disagree with point three. An attack can matter, if a fight is close. In practice, that situation is uncommon, but it should be less so as the game continues to be improved. I somewhat disagree with point four. I think that random chance should be important early on, but it should be possible to obtain res

4 Replies 6,323 Views

Some logic would be required to dictate placement, but it should be okay to make it appear on the cloth map.

4 Replies 5,466 Views

Regarding mounts, I somewhat disagree. It makes sense for combat speed to be increased by being mounted if you're charging, and are using a melee weapon. The game simply does not make those distinctions yet, leading to a bit of silliness. A charge should be an ability granted by mounts, I feel. This could be combined with some variant of the sprint ability as well, or perhaps not. Depends on how balance looks, maybe. None of the other ideas are relevant to my own interests, though the

3 Replies 4,940 Views

This idea is great and I support it entirely. I think perhaps the way food is implemented should not be as described by Sethai is the better option, however, a squishy limit instead of a hard one. It's a good solution, it gives us an easy ratio that can be multiplied by some base value (pending play-testing, naturally). The only problem I see is scaling rate: Population starts out with low numbers, and food is relatively easy to get. As the game progresses, population increases expone

21 Replies 22,791 Views

[quote who="GaelicVigil" reply="49" id="2791186"]I don't know why we can't just do what MoM, MOO2 and Civ did. Give us the option to assign citizens to city production or the military (guns or butter). It worked fine in the past, why fix what ain't broken? Reduced 98%Original 579 x 425[/quote]That has historically worked out fine. I'd say we can do better, though. I'd consider Brad's specialist idea, Sethai's direct proportionate idea, and my hybrid idea, are all more i

52 Replies 59,223 Views