slight change, have the random actions happen irrelivant of player actions, but use it to find out or change the next random event. Say automatically averting half the damage if you know it'll happen. I can see this being used as an exploit to damage allies if done wrong though. (spam foresight/precog to get mass earthquakes) Perhaps have a small number of random events and have small detection spells and higher level "doomsday warning" type spells that generate critical event
Dr Franknfurter
I think it should be added in as a funny cheat mode... type "Gulliver" and watch giant famers stand on buildings... maybe just a graphical thing... or maybe have them wander around destroying things. Looking forward to more videos, they're always interesting. (I think if you want to see how many people watch them you just need to ask more questions questions... although it could end in war. Like the economics camps, damage type camps... I'm sure there are more)<
I was just thinking about uses of essence, I'd like to see an entire class of special buildings all of which require essence. Some of these can be simple upgrades to normal buildings or race specific, or similar to wonders... except requiring a massive magical rather than resource input. E.g. Farm --> Farm of *unique random name* +100% efficiency (both normal food production and resource extraction) or Farm *of the golden bees* - normal farm, bee resource generated Obvi
I like the modifications of a base icon to convey extra meaning as long as it's also with mouse-over help text if you can't tell what the icon represents.
just a thought, if it's really too difficult to compute... how about making it a spell, pick your army, pick the target - the computer plays the battle and gives you the results (or you see the battle), much more powerful spell does the same thing but with the % chance of victory from 3/5/10 battles
A research suggestion since we're discussing techs - for slow, medium and fast research how about selecting the cost increment when starting a game, assuming each tech will be exponentially more expensive. Assuming a simple Tech2= nTech1 + c you can have slow/fast start options (high or low constant value like 0 or 5 or 100 or 1000 for example) a slower tech option n is 2, 3 for very slow, default n (whatever works) and fast techs n =
I like the idea for some of the very rare spells to work like this, but not for any of the common/slightly rare or anything less than doom-fire dragon guarded scrolls type magic
i suppose one way of doing it could be that a surprising or ambusing force can split an army... drawing off a multiple of the power of the concealed army. So a concealed army of 50 (power 50 to keep it simple) could attack 10,000 (all 1HP/power units) and fight a battle against a fraction of that army, say 10 turns against 500 (10x ambusing power) or 5000 (army split in half) before the rest of the army joins in... that way you could improve the odds. Have counter strategies being that certai
I like the idea... one way of implimenting that would be a seperate infrastructure tech for each building, the more buildings the more advanced that particular infrastructure tech is... with lv 1,2,3,4 all giving you a slightly larger % chance to gain the techs dependant on it. As well as that at key landmarks like 5 mines, 10 farms those could unlock a tech for the first person to gain them (free for the first person, researched for others) So maybe you could gain "Iron Wood Spears"
I was just playing ascendancy for the first time. I think Elemental's medallions as nodes on a 3D web would work, especially because you could do interesting things - multiple requisites, multiple connections between techs with the paths between them opened up at different times. Be able to view the opening 3D tech space at the start but not the advanced techs, like MoM with spells. But also you could add other items as nodes, with them visable or greyed out/hidden if not present. So
how about a tactics phase prior to a battle... normally it just lets you arrange troops but being able to cast a spell or two based on who's doing the ambusing and only on the terrain or your troops could be nice
With the new update 0.255 I hoped the "SecureHTTPPoster" comment would mean that I could allow elemental through a proxy server by changing the HTTP settings... I'm just wondering if it's possible for a proxy configuration file to be added or if there's already a work-around I'm unaware of... or if it'll never be an option (otherwise I can't see what's happening till christmas, and yes, I should be working while using the uni proxy but I'd still like to spend a little time on elementa
It would make fantastic creatures far more rare if you had to saccrifice a resource to be able to make them, and require magic and the technology to extract the resource in the first place. So I don't think adding them would have a downside. Just requiring two resources around to train them however could end up with hundreds of different chimeras... I'd like some penalty for having powerful and possibly magically resistant fantastic bearataur knights (because they should be scary)
I like it, I can imagine the creation being interesting in the game... maybe you could use magic to merge two resources. Eg. bears and horses, iron and horses, marble and hawks, with some preset merges, otherwise I can see problems scaling and with the hinge regions... or just what happens. For a non-visual change you could have merges simply giving cavalry a meele boost or defense boost (with a prefix, Bearataur)
I'm sorry... mention of webcomic... one I love http://www.lfgcomic.com/page/1 (Elemental needs the chosen one - (bunny)... and a richard reference somewhere I've got a friend who's quite the artist (acidlullaby, always a little jealous of her visual creativity) still, I think it's amazing if you can do the artwork working for and with a company you enjoy. It doesn't matter how they pay you if they mess you around. Also, I'm sure you can all gain a few fans if you post a l
Welcome! I was looking through Kay's deviantart gallery. It's really nice work, we should have good foxes, dogs, wolves and cerberi at the very least! I was just wondering if some of the test art work would go on there as well? or better yet on here, have some "which style of horse" threads or better yet the videos for making the icons were really impressive. (remember, it's viral marketing - sell it by not selling it, on existing social sites. Attract artists through devia
just a thought, how about secondary affects having a tier and a controlling element? so burning could be tier 1 DoT Fire Searing could be tier 3 Dot Fire So for defence, Fire resistance of increasing strength negates tier 1 then 2, so on. e.g. a fire elemental shield could give you 70% fire resistance which itself gives you resistance to hostile minor and lesser fire effects (tiers 1 and 2 stopped, 3 halved for example) like burning, molten armour... but not to suffici
Simple suggestion, I've switched internet connections and am using a university connection ( HTTP proxy ). Other than asking the university IT dep for an exception, the other solution (for uni or private networks) is for elemental to have some internet/proxy settings file or just to use impulses settings (better) . Couldn't see any recent posts about it. Not technically a bug since it work ed on this computer. But stops me from helping out in the
Small suggestion to help the interface design. Could a double click button allow the windows in the interface to be moved and resized (also revealing a +/- text font size button)? That plus user screenshots could help choose default working sizes for different resolutions. Could add a box to control interface colours or skins too. Thoughts?
Well I think the systam at the moment is more flexible than civ 4 for battles, but if it's going to be great it will need a larger set of possibilities. Say primary attributes with lots of derrived attributes to simplify things. (it's not so bad if you have the old strength, constitution and willpower...etc, then have the base/unmodified resistance to everything from willpower, poison resistance/disease/plague/healing all from constitution and attack modifiers from strength. I don't r
I think special modifiers will be easy to include and as generic or as specific as the number of labels each item has. Say if eventually a piece of armour has flags for weight, material, and values for elemental properties..., it should be very easy to include a large range of situational modifiers beyond the basic combat mechanic of attack and defence. (even if all it does is add 1 to attack, increase attack by 50% or change HP or movement for example in those situations. So a shield
As small idea, how about the number of greater summons of each element linked to the number of nodes you own? e.g. 1 for 1 node, 2 for 2, 3 for 3, 4 for 4... whatever progression works (1,2,3,4... 1,2,4,8... 1,4,9,16,25... or more complicated or progression based on summoning trait (say linear for normal, exponential limit for summoners)
Spitz, your summoning ideas are really good (and do fit well with the item/resistance ideas) I was just wondering if other things could be added to the summons... I was thinking that obviously they should be affected by land but maybe in a different way to other magical spells and enchanted items. A strong proximity effects to mana shards. Lowering the maintenance costs significantly if they sit on a shard which would help with defence. Summons could hav
It's an option, it'd work and I like it. (...I just don't always understand the logic of weakness, why would a flaming shield be any worse than metal for resisting a shard of ice?, but either way it should be harder to resist multiple elements well) With the +2 -1 figures, would they just work on the required enchantment level of say a fire sword to do fire damage? So say +2 fire resistance would make an attack from a sword of fire +4 act lik
So, it's elemental. Obviously I hope to play one game as a Fire mage, with an army of flaming sword wielding fire immune warriors. (or water immune) Anyway, I was just thinking that some item creation variables should either prevent others from being enchanted or reduce the effectiveness. So a fire defense item 'set' you design, make and equip should let you absorb fire damage and heal with it. But i think even if a set with 2 elements is more expensive it should provide a significant