adventuring exploring and magic are what i use him for. more of a Sage path of play a wanderer whom also has great arcane power and eventually comes to his cities to build up great artifacts/cast great magic is more or less the sov for me i like to use children and npc's to be generals and govenor's while the Sov is the great magical authority.
Sethfc
I utterly agree with the journal. Console gaming nearly destroyed fantasy rpgs and strategy.. And i love the direction elemental is heading sure i had my disagreements with the economics etc. but overall its Great. and i love how your implementing NPC's to recruite and the whole thing of it being about you in general Elemental appeals in a way no game has in along time to me. So thank you for the wonderful concept andfor all
I support the idea of living dynamic lairs. I believe it would add greatly to the games content particularly if they could if left alone pose a threat it encourages the sovereigns to explore and destroy monsterous threats before they grow too large. *Can see a fantasy movie like event where orcs or monsterous creatures in the east or north amass large hordes and begin to assasult the civilized peoples causing them to allie together to stop the threat* Yep sounds good to me. Al
It should be something that's optional.And you should only be able to trade a tech once every oh so many turns *1 per turn or less ex. 1 per 3 turns or something* That way its still fair and also more realistic in that no one can trade an immense amount of tech in one year or one week or whatever as it is theoretically impossible to give too much to someone too quickly.
Honestly Religion in this would be based around the Sov you'd think since he/she is the giver/bringer of life and an all powerful mage *to the peasants anyway* so i intend to at the very least R.P that my Sov is the god of my people *God Emperor*
Yeah the tweaking of equipment is for after we have the game stable enough to even play through on the majority of peoples computers. At least thats my assumption.
Customization can be improved but it will be and its going to be awesome i'm gonna wait for empires to be enabled before bringing that up as a topic.
Fine Enough but i still feel like its abit wrong. But thanks for at least leaving it open for modding.
I Like item shops..and the ability to enchant custom gear for the SOV and heroes. *Couple of ideas: - Regular units should gain XP. - Equippable tamed beasts - Mercenary system - The ability to create/forge magical items - Overland military buildings: Outposts, Fortresses etc.* I totally agree with tormy on just about everything but the above highlighted with * are the ones i agree with the most. Oh and for gods sakes
*sighs* Overall a trade system is a nice compromise between global and local..but no one here wants compromise even if its realistic and friendly to both those wanting simulation and those wanting easier management...Overall it seems to me the forum is just divided on the issue and the devs took the side they liked. It's their choice...I don't like it but i do accept it...We'll just have to use mods to make it into a better game on our own accord.
Agreeable...But raising ne also seems to me to be something useful...it seems to me that within 100 years *by several dynestic generations* a dragon would be old enough to fight lesser threats and to be more or less intimidating which is all you really need it for unless you have a major threat and if you got one early enough by late game you'd have a fully grown dragon. Enhanced maybe even with your essence and power or it could empower you vice versa.
Yep I agree with tridus i want to be able to station forts at all of my borders and roads..even if its expensive a spreadout defensive military is better to me particularly if well equiped trained and mobile *with horses and scouts* then afew large armies roaming about. And indeed i believe forts with scouts or horsemen or even just a mobile defensive force could exert control over several miles of territory Simply because their's always afew men patrolling enough to se
I would actually like morality and possibly even culture to come into being via the sovereigns actions afterall he/she is the rolemodel for the rest of the kingdom/empire and His or Her's decisions will be told of in stories for centuries to come. Besides we do need a way to have special dynamics like morality and culture take a role as i love their affects on diplomacy magic etc. and the darker and lighter arts should both have special spells for diff alignments as a g
No what he refers to is defensive units cannot attack at a distance or even harass invaders. Also Rock Paper Scissor's is a rather stupid dynamic to use for real strategy sure pikemen are good against calvary and sure bowmen are good versus pikemen or swordsmen but they don't always trump eachother...i never liked those dynamics. And in RL most raiders and sieges were stopped or impeded by defenses placed at strategic locations and soldiers whom u
The SOV is suppost to be incredibly strong it is a Sovereign afterall I'm not saying unbalanced but still the SOV shouldn't lose to a wolf or a spider he is a magical powerful being afterall.
Yes agreed this is one time the CIV system is actually decent is with fortification of units in cities then we can also apply that to fortresses or area's etc. and encampment.
i perfer turnbased as well.
Simillar to Fallout tactics real time but in reality turnbased. Or if you want another example Heroes 3 where its turn based and on a hexgrid. Or MoM.
Attrition for attackers is inevitable if theres a hostile local populace or a well skilled commander. Besides also some Sovs or races/empires might love extream climates that normal troops cannot stand.
Well population should eat food i do agree.
So you mean that in local you believe no one trades? or shares resources. The only advocation here is that there is actual calculations of how it gets from point A to point B not that it cannot do so or that they cannot share Foodbelting as you refered to it would actually be possible.
I said dependent on their commander/champion whom is appointed to managing the castle and surrounding land. Also Fortifications do provide men with better rest and higher quality food then men on the march therefore a bonus. Also the land its self oughta cause attrition around a castle because many people tend to settle around them *even if only farmers and simple villages* and these people often caused mild attrition to armies passing throu
Well i personally think the turns don't even need much of a name. But we could utilize a system that is 'magical' such as some sort of timescale related to the shards and their energy as suggested above or we could use a 'cycle' or 'turning' or any other numerous thing would work fine...To be honest Turning sounds simple yet effective.
Since i'm done beta testing till the next update *sometime this week* I'm going to crack out Age of wonders 1 and 2 and MoM anyone else thinking of breaking out the classics inorder to get some idea's for this game? I might also crack out lords of might and magic.
Magicwilnz i have this to say. While their sallying out their Bowmen and Their balista or other armaments are firing from behind their backs down on their enemies also its their land they know it better then the opposition and ontop of that whom say's they'll sit inside and wait? what if they have men all over the area in small posts and in bunker like positions or foxholes waiting and then attack on all sides? Different tactics=Different bonuses that could be decided b