Alfdaur

Alfdaur

Joined Member # 3408734
2 Posts 71 Replies 8,490 Reputation

I would really like if I could select multiple units while casting a spell like in AOW. It really annoys me that I have to cast the same spell five times if I got a new enchantment. Please let me able to select multiple units. ^^

0 Replies 2,766 Views

This idea is stolen from 'seanw3': Some of the noble famillies could add some special weaponry to the production list or in the shop. The warlord famillie could also add recruitable units like monster lairs do. Maybe an early choise for in the start of the game -2 grain (or material) in exchange for ~15 recruitable archers. Maybe a religious famillie could add an elemental power (like shards) in exchange for -3 mana per turn. Maybe the noble famillies give a qaudratic

4 Replies 5,353 Views

I would like to start a poll for the developers about which wildland is the favorite. I don't know how to start a poll, so I'll start a post about it. So my question to all of you: what is your favorite wildland and why? My favorite wildland is that of Abeix, who dwells beneath. The reason I like the Bhindami Fissure the most is that most of the wildland are closed off. The Bhindami Fissure is reachable from all directions and the enemies are strong enough to form a

7 Replies 12,720 Views

P.S. I just thought that maybe it could be cool if the noble famillies could really get a piece of land by letting them build castles in the "wild" like outposts, that require food just like a settlement and count like one. This way, this could reduce city spam build and still make new land usable. These castles will have there own militia and could build armies that roam the world under your banner if they are of a Warlord famillie, give a +8 gold if they where merchants or 4 research a

4 Replies 5,353 Views

Elemental is set in an mediaval setting. What really is important about that setting is the vassal system of nobles. Sovereings give there land away to nobles so that they gain benefits from these. My suggestion is introducing an nobles system. In short: you would give land away to noble famillies so that you can get different bonusses, short or long term. Seeing that this is not an "easy" addition, but one that will take some time, this would be a post release suggestion.

4 Replies 5,353 Views

While fighting the giant moving mountain I came across a bug. I sent my spearman forward to attack it, but they didn't move next to him en past there turns. Only by manually placing them next to could they attack it. Putting the game on auto also didn't do it (while in tactical that is).

1 Replies 3,994 Views

How about making monster the privateers of elemental? I alway's liked the idea of having units that look "neutral" to the enemies. This way you could raid allies while keeping the blame of yourself. *insert soldier voice* 'Sir, why do we use the beast?' *insert general voice* 'Because the enemy will see them like beast also, private.' 'They c

1 Replies 3,947 Views

I don't mind the researching for technologies, it makes me feel like a fletchling nation. I also don't mind waiting a while for new recruits. If you want quick fodder, then you should make some weak and untrained troops. Do you want faster research, just set the research settings to quick. I personaly make the world a lot harsher, by setting the monsters to wide spread and strong and setting the shards and resources to sparse. I just mis a roaming monster button to make my citie

142 Replies 292,070 Views

So hard to choose... It's a pity that we don't have the current internal build so we know what already has been done. I've got full trust in mister Wardell in making the AI great, so I'm not going to vote for extra resources for that one. (Altough I think that one is important.) Stability and performance are great for me, so no need to vote that(, for me). Random events would be nice, but the core game needs to improve first. More spells are to be added if I'm correct, so

142 Replies 292,070 Views

My idea: Keep outposts as is, and make an upgrade for these outposts. These "forts" would add millitia or bonusses and act like a town in means of the garrison. Of course forts will need an upkeep, or they will be spamed. And we don't want that, do we? This will help the turtle, read few city players. Give forts a limitation like cities have. Only allow forts with a distance of 8 sqaures or more. This way, forts have two limitations against spamming. Maybe it would be nice to give

35 Replies 18,257 Views