Good point: http://screencast.com/t/NWNjMjVhYjQ http://screencast.com/t/MDNmY2FlNT http://screencast.com/t/ZjdmOTNjOGYt Merchant District Level 5. http://screencast.com/t/MzkzZGUwMm http://scr
seanw3
You can but I would like this to be something a hero can specialize in with more articulated spells than what we have in v1.07. The defense up is laughable by the midgame tactical battles. I think there should be an aura I could cast around my Sov that protects him while he does some massive damage to those archers and that pesky dog too.
[quote who="b0rsuk" reply="15" id="2761339"] quoting post -Dynasties. Dynasties is a cool idea, but they never intended it to allow succession upon a Sov's death. Many argued for this option, but it was emphatically rejected. So, this wasn't promised (and the non-promise was successfully delivered in release), but it could be a feature that offers a promise of how Elemental separates itself from many other games. Doing
Please take a look at this and see of you get any good ideas. You are very creative. https://forums.elementalgame.com/395697
In GC2 we had these wonderful global events that shook the foundation of the game. We had civ based choices that effected our moral standing and diplomacy. We had a feel of game variety, I know I always feared the day that space travel was limited to 5 parsecs a week. That usually cut my production bases off from my newly conquered cities and forced a real wedge in my empre and strategy. I know the devs really want to and are almost certainly going to add both global and national even
I think it was meant to trick us into expanding but fell short due to our superior Intelignce ability. I recommend they change the tech to still give us more resources but in a global fashion that reveals actual hidden resources across the map regardless of player position as the description led many if us to believe.
Good work Heavenfall. I wish for a mod community with a hundred more of you. Maybe one more of me. [e digicons];)[/e]
[quote who="Vladesch" reply="96" id="2761294"]Hater is such a stupid word. Virtually everyone on this forum has bought the game and wants, and has faith in it being eventually fixed. I pre-ordered a while back, and could still get my refund if I wanted to. But I have no intention of such. Ill go and play other games and come back to this when its fixed. Meh. The doesnt absolve stardock from getting the flaming it deserves though, j
The OP asked what I thought would make this game special to me. I can't stop anyone from posting ideas here, but it goes against the point of this thread. Just a kind suggestion as I like your guy's ideas. The ability to make my own races and factions and especially story is what made me spend 6 months in betas and stick through the new engine's birthing pains. I was given what I wanted, but the rest of the things not working out at release has admittedly halted what I had hoped
I am 23 but I was born age 70. I was born tired of those damn kids and their rock and roll. I am now over a thousand and I just search the earth looking for something that interests me. This game does.
Nice Book. I don't think any modders have even touched spells as things are soon to change in that area. Your ideas are certainly worth looking into for the devs or any modder worth his shiny hat.
Good point malekith. I think the Inteligence aspect could be the key. Maybe certain wizards could simply choose a school of magic and as they level, they get special spells and bonuses. This would be in addition to the shard amplifications and Inteligence. As one's Int goes up, they can pick a new specialization or turn a previous one into advanced specialization. Each specialization could be something that is also needed to be researched or not, depending on how complex it would make the gam
Are you God? This is exactly the kind of design I think we all want in the locations system. We have many a time pointed to one building serving as a quest hotspot. There is so much potential in having random variable pick a loot and assign a guardian. I like the way you presented the system. I would also really like to see some magical items being randomly dropped and very rare. I am thinking once in ten games rare. The bless feature would go a long way to adding some variety to the battlefi
There is a spell to stop magical attacks so making a spell for arrows isn't that far off.
[quote who="seanw3" reply="7" id="2760807"]While these are all good points and suggestions, mine is perhaps more fun. Give Sovs a large health capacity so that they can survive longer in a given battle. Frog is already teaching the AI to not attack with the Sov unless they are very very overpowered. I think adding some very expensive but useful articfacts to the magical tree is the best fantasy rpg way to deal with this for human and AI alike. This links your survivability to the questing/mag
I tried looking at this post from a game designer's perspective. More complexity seems to be the consensus but I can't help but to feel that you guys are reading way too much into a short few statements. I think frogsy is doing quite well to decide what he will or won't cut out and from his last post it seems like we are getting a more robust, if you will, magic system. If I were him, I would be a little annoyed about how much people make conjecture before a change is even announced.
Yes, but I direct that rage to the same place I direct my sexual frustration, L4D2. [e digicons]:ninja:[/e] Hunters gotta hunt...
I agree that dev posting could be redirected to mod explaining as we are poking around in the dark right now. I like the dark, but a little light never hurt anyone.
While these are all good points and suggestions, mine is perhaps more fun. Give Sovs a large health capacity so that they can survive longer in a given battle. Frog is already teaching the AI to not attack with the Sov unless they are very very overpowered. I think adding some very expensive but useful articfacts to the magical tree is the best fantasy rpg way to deal with this for human and AI alike. This links your survivability to the questing/magic trees and creates its own interesting lo
I love that Elemental Lord one! I want to make HIM my Sov... New Tiles Here: http://screencast.com/t/ZjdmOTNjOGYt http://screencast.com/t/MDNmY2FlNT http://screencast.com/t/NWNjMjVhYjQ This is a Merchant shop at level five.
Brilliant update. I am going to use that to make my current cityset a race specific feature. Then I will make a kingdom race that has a completely different upgraded cityset! That way everyone starts out with low level generic buildings and gets uniquely articulated ones as time goes on. I would hope that I can use your tiles for my race of Dwarves as I am already having dreams about recreating the race from Disciples. Keep up the good work brother. For he that mods with me today shal
Some have cut frogboy off at the knees on his latest post and while we all agree frog legs are delicious, I think it is more seemly to give polite and patient feedback when he posts. Respect is number one in my book and I hope that this community can stay as helpful and supportive as we were a mere month before. And to you negativos out there, to you, I say good day!
You good sir are exactly right. I would be surprised if they have not already planned this.
I was just reading a dev journal that got raided by nay-sayers and it gave me an idea. Is it possible to have the magic system give us a reward for using a specific spell more often? I am talking about how in Oblivion and most ElderScrolls games when you level up, you choose bonuses based on what you used the most. Wouldn't it be cool if the same thing happened in Elemental when you used a specific element exclusively with a hero or Sov? Maybe the level system could let us choose a schoo
This is a great idea. I fully endorse it and you can take that to the bank.