After playing a couple of games I noticed I only have it in me to manage my first city properly, juggling the gardens and houses. After that, I've had it with the tedious garden micro and can't even touch my conquered towns knowing what I have to do to make them grow. The cities also need a clear breakdown what buildings have been built. It's too hard to tell what is what by just looking. I really want those people to grow their own food and build enough houses&
Hound
Even in that screenshot the city would block the valley just the same if it was some default square or circle shape.. you can still have strategic city placement even if you can't build them in I or L shape or whatever. Which would actually look pretty silly.
[quote who="Sir_Linque" reply="17" id="2650806"] Quoting SpartanFry, reply 15 Having random encounters where a building becomes unique would be pretty badass, the oldest school +2 research points and +2 prestige... Or some cool stuff that would make a few buildings unique would add a nice touch. I love this idea. Have random events that make some buildings in the cities special. The effect doesn't have to be anything superb, but t
[quote who="Frogboy" reply="1" id="2650931"]Most NPCs are nothing special. They're just NPCs. There are no "Heroes" (as a class) in Elemental. Click on them and you'll see what I mean. [/quote] But i f they have a name that means they are special and rise above the swordsmen and longbowmen. And you can equip them and get quite attached to them.
I fully agree about the heroes. They should be special individuals and survivors who have made a home somewhere. These inventors and merchants running about the devastated landscape is silly. Some of them should be leaders of a small community. The lone wolves wandering about should be the minority. I could see the Sovereign being someone who would unite these scattered people under one banner, or saving a small community from a threat and gaining the loyalty of their
Moving 1 tile/turn, then wearing some ordinary boots and moving twice as fast... whoa. Sovereigns leveling up once and doubling their movement rate... what? What if the basic movement rate for human units would be faster, like 3 or 5? It would then be possible to have units with different movement rates. I don't think wearing some boots should give you a significant movement rate increase either. I would assume sufficient marching boots are standard equipment
Yeah the feats / perks are actually a stronger RPG element than ability scores, if they are looking to give more character to the Sovereigns.
[quote]My suggestion in the other thread was to take housing off the city tile limit. Right now you have limited space, and have to build both gardens AND houses in that limited space, along with actual productive buildings like merchants, schools, and archery ranges. If houses didn't consume space, it would at least make it less of a burden. [/quote] You'd still have the burden of clicking more houses and gardens all the time when you run out of housing or food. The thing about
Level Up! I AM MOAR POWERFU- Oh Wait. False Alarm. Not Really. :/ I like a patient level up power curve for Sovereigns. For them, getting power should most of all mean controlling nodes shards and discovering the knowledge or forgotten spells. That said, I feel they are too weak in the beginning and that the decimal stat upgrades are ridiculous. In fact I think the whole RPG approach to stats is unnece
Speaking of Nobles and their daughters... there can't BE any nobles in a post-apocalyptic world with no civilization. In that world money means nothing and the strongest will take what they can. Also, a Sovereign should concern himself with the bigger picture instead of running around saving random people. Like saving a village of people to get their allegiance.
I dig the idea of a post-apocalyptic world that is barren. It gives an empire building game a clean start. But in this post apocalyptic world the mood is oddly cheerful. Adventurous upbeat music is playing. There are cute little inns scattered about the map with happy people in them, with enough gold in their pockets to send you off to do menial tasks like killing rats. This is a generic fantasy setting and not the gloomy post-apocalyptic Mad Max world I envisioned.&nbs
I like the 4 stat approach. Attack vs. Defense and then Damage vs. Armor. All the possible combinations add depth to combat that wouldn't exist in a system where armor and defense are combined in one stat. And visually there should be a difference between missing and getting blocked by armor. Defense (evasion) and Armor work better with spells that only need to hit you. If there will be spells that can be dodged that is.
I just got this gem of a game from gog and it still rocks. Good stuff: Wizard customization Exciting Exploration with dangerous encounters and worthwile rewards Global spells give an epic feel Heroes and units level up which rewards keeping them alive City building and management includes meaningful choices but isn't overly complicated Power distributed into mana, research and skill which gives you even more wi
I find myself wondering what type of magic the Charm Monster spell is. It doesn't fit in any of the elemental schools and life or death doesn't make sense either. It seems the game is missing a Spirit type of magic category that would have all the mind/illusion/force spells. Also in a perfect world, they would not force us to align ourselves with either life or death magic. There should be an option to be a "neutral" elementalist or sorcerer. As far as magic categori
Races and factions are something I always thought the Disciples series did the best. Most fantasy strategy games make the mistake of not focusing on the lore part and just throw in a mix of generic fantasy races. MoM did that and AoW:SM did that and neither game had any cool factions that had any kind of story behind them. I'd love to see three to five fully developed factions that would ooze coolness - with the option of customizing them to some extent. What I would not lik
SB should be rebalanced at 1 squadron at each level, with reduced cooldown at lvls 2 and 3.
Fully agree that Adaptive Forcefield should be a passive defensive ability. It has too many AM costing abilities with short cooldowns. Fully agree that A nimosity needs to be useful against human players. It's only use now is in early game small fleet skirmishes against an AI to save your frigates from being destroyed. But even that can be done effortlessly with a little micro using any cap ship. Haven't tried Disintegration</stron
Kiting a carrier cap makes it pointless to try chase it down with another cap. It just won't work. That's one of the most expoitable things in the game to this day. Ships simply can't chase their targets without constantly letting them out of range. The attacking ships should better synchronize their movement with the target. I would like to see a wider variety of starting caps as well. Seems like a no brainer the carrier caps are OP.
I like talents and weaknesses too. But I think the Dungeons&Dragons attributes are too microish for a game of this scope. Since the talents and attributes use the same points I'd like to see the attributes integrated into talents somehow. Like picking a talent called Strong instead of putting points in Strength. And that alone would make the Sovereign a more potent combatant. Or picking a talent / feat called Charismatic instead of dumping points int
A "total games played on all player names" stat would be something of an improvement in exposing obvious smurfs. But it would not make the win/loss ratio any more meaningful. All the win/loss stat really does is make people go to lengths to make sure they don't end up in the losing team and even quitting before the game even starts. I'm sure the multiplayer games would be more straightforward and fun without the win/loss stats. A ladder/tournament of some kind
I wish there was only a "numbers of games played" stat. The win/lose ratio is not an accurate measurement of a player's skill for several reasons like FFA's and games with AI's. I'm sure the multiplayer game would be more relaxed and fun without those unimportant statistics. Teams would be much easier to arrange if people weren't so afraid of losing. The game can be fun even against a horribly stacked team but no one wants a loss on their record.
Adaptive Forcefield should be a passive ability on the Kol. AM problems solved, more useful cap available.
Panda plays Advent exactly like Berz always does. My only regret is I lost to the illum spam because I tried an experimental SB move which failed of course. That was ages ago though, next time I feel like playing Sins I just might join the smurf army.
[quote who="Malachithecrow" reply="12" id="2414100"]On that note, how do you counter an Orky if your Vasari, since they have no torpedo crusiers to use? Just making another orky doesn't help either because by the time yours is up, theirs is upgraded and will make short work of it. [/quote] Nano Bomb + Assailants. But you need 20+ LRF's to take down a fresh Starbase in a reasonable time frame. Preferably more if they also have fleet firing at yours. I'm not a
[quote who="CaptainMagpie" reply="7" id="2408424"] Quoting Hound, reply 3I remember the version where you could destroy structures with homing mines. That was a little silly and I understand the change. The Orkulus is a special case since it is a moving structure. That's why I think it might be an oversight. Perhaps they forgot about this one moving structure when they made all the other structures not trigger homing mines. I think the Orkulus should detonate mines