Edwin99

Edwin99

Joined Member # 2555206
16 Posts 211 Replies 14,003 Reputation

I too would like to see a spells DLC. Perhaps with a new area of magic focus included such as Enchantment, spells that dramatically affect the tactical battle, counter spells to dispel effects of cast spell, protection spells and more undead spells. Example: Smoke - A thick dark cloud covers the battlefield and limits ranged attacks to 4 tiles for both sides. Charm - Enemy unit is under your control until the caster takes damage or takes another

3 Replies 10,608 Views

Thanks for the link to the quest editor. I will have a look at it this weekend. For the giant creatures I can make the ogre models larger in the XML or create 400% larger humans models. The one Item I am not sure of is can I move from one tactical map to another map? Possibly with a quest answer - i.e. you have defeated the giants guarding the beanstalk. Do you wish to climb it or cut it down?

7 Replies 18,484 Views

Why not a DLC built around giants and a beanstalk. The premise is simple; there are settlements of organized giants in Elemental. Some live among the clouds, others in the shadows of volcanoes and others in cold wintery mountains. Each type of giant present different challenges. The cloud giants access the lands from a giant beanstalk . Until this beanstalk is destroyed their numbers in the land of elemental continually increase. These giants lacking magic have

7 Replies 18,484 Views

I would really like an LH update to account for line of sight effects. Now you can see and target enemy units behind a hill. I would really like the opportunity to be surprised by enemy units that come from behind a hill, a high stone wall or a building. I should not be able to directly target units that I can't see with bows or magic staves. I can see using a catapult to target tiles behind a hill; without knowing if a unit is located there.

6 Replies 17,979 Views

LH appears to do a pretty good job in placing missile units to the rear and combat units to the front in tactical battles. Though I like the idea of player formations I am not sure what benefit it would offer over the current system at the current scale. (i.e. LH vs Total Rome). At greater encounter distances I could see a where each side has x turns to move their units into position before combat, of course if the enemy chooses a rush attack you may not have time to deploy your units in

6 Replies 17,979 Views

A DLC focused on tactical battles would interest me. Ideally this would include: 1. Wider assortment of battlefields that provide more tactical options. Example: Map bisected by a bridge Swamp map that limits the mobility of heavily encumbered and mounted units Forest maze map that restricts ranged attacks to 5 tiles (since the code does not exist for Line of Sight limits) Village Map Larger city streets map wher

6 Replies 17,979 Views

LH is such an improvement over FE that I would not want to see SD devote resources to Elemental. I would rather see those resources go towards something new such as; 1) a non-linear Elemental RPG d20 Open Gaming License v3.5 game focused on tactical combat; i.e. Troika/ Atari's Temple of Elemental Evil, that is continually expanded with new DLC adventures 2) an X-COM like Elemental game or 3) an improved tactical battles in an

206 Replies 1,574,932 Views

RE: Spell of Making, I would like to see a large popup where one of your advisors (or champions) alerts you to the fact that Kingdom/Empire X is constructing the towers that lead to the spell of making. "My Lord, our (agents/spies) report that the (Kingdom/Empire) of ("xxxxxxxx") is constructing the Forge of the Overlord in the city of ("xxxxxxx")." My Lord, our <span style="text-decoration: underli

103 Replies 172,003 Views

I like the changes that you are making to further differentiate - conclaves, fortresses and towns as currently I find that I can with just Fortresses, and looking forward to the AI changes.

103 Replies 172,003 Views

I agree that the new combat paradigm will help against archers and ranged staff attacks uberarmies. The same could have been achieved by limiting the range of bows - i.e. Shortbows - 5 tiles, Long Bows - 8 tiles, Staffs - 8 titles. Fast moving mounted units would only be exposed for a single turn. That said, I look forward to the new tactical system. For Archers I have always wondered if higher level archers should get a bonus to initiative.

34 Replies 80,700 Views

Sounds great, I really like the new tactical options!, spells! and undead types! And crossbows with a short range - yeah! One option that I would like to see, but wasn't mentioned is line of sight - so that ranged units can't target units behind a line of trees or over a hill. This would go a long way towards balancing the advantage of ranged units. If units could maneuver unseen when not in the LOS of an enemy unit, that would be cool too.<

301 Replies 1,514,473 Views

For tactical battles I would really like to see; Line of Sight - a properly implemented line of sight would allow both sides to be surprised and to use terrain to stop threats from ranged attacks. Variety of Battlefields - battlefields bisected by a river or chasm, battlefields that are a maze of forests or rocks, battles within the streets of a town City Improvements that affect the battlefield. Terrain - terrain that only infantry can enter, terrain

171 Replies 743,267 Views

I would like to see FE become more Tactical and RPG oriented within a strategic world. What do I mean by this? More Tactical Moving across the map is okay, building cities is okay, but the tactical battles is what really grabs me. They could be improved with more diverse maps, LOS, city improvements, terrain and tactics that would require more strategy to win and challenge the player. Diverse Maps - i.e. forest maze, river barriers, fighting

171 Replies 743,267 Views

Battle note: Iron Golem vs army with 2 grave wardens & mercenary unit - Golem followed the weak mercenary unit around the map instead of closing with and attacking the grave wardens that were damaging it from afar with their fire staffs. Though the mercenary unit barely survived, the grave wardens were victorious and destroyed the iron golem. This iron golem tactic might be a result of its mindless behavior, not a bad AI.

42 Replies 29,757 Views

I have to play a few more times; however, in a recent game AI archers were targeting my mounted Champion (equipped with that blue belt) who was dodging all attacks while ignoring the GraveWardens that were devasting their ranks with blasts from their fire-staffs. If the Human player is using Gravewardens with firestaffs, I would like to see the AI adopt a counter strategy such as; 1) cloaks of fire resistance on their archer units that target the gravewarde

42 Replies 29,757 Views

Thus far I am seeing Tarth using Archers more often and the AI is fielding stronger armies. I like it. That said, the AI still does not know how to counter the Staff wielding Reslon GraveWarden armies tactically nor strategically. Tactically, it should target the gravewardens and not a champion that it can't damage. Strategically it should threaten 3 cities at the same time, not just send army after army at the same center city when it could threaten simultane

26 Replies 60,929 Views

1. Diplomacy is boring. I would like to hear about what the AI is doing diplomatic wise. I would like to hear/read about my enemies signing a defense treaty or agreeing to trade technology or establishing trade. I would like to see the opposite fraction (i.e. Empire) join together to wage war on the Kingdoms. I would like to offer cities or outposts to secure a peace, not just gold or influence. Instead of an AI kingdom offering to sign a peace treaty every turn and be re

221 Replies 590,122 Views

Nice - Blizzard can be cast in an area will hit your units (and it will damage them) Really Nice - AI evaluates whether it should be training archers/catapults/mounted units more effectively . I have never encountered an AI Army that was Archer/Catapult focus, while my human archer focused armies have been very effective against the AI. I would like to see a new anti-archer spells such as Greater Gust of Win

82 Replies 257,514 Views

I like the idea of allowing the player to cede an outpost or city to the AI to secure a peace treaty. This would be relatively simple to implement as outposts could be named and the value of cities and outposts can be determined mathematically based on its resources, size, improvements (Production/Research/Gold). location and shard type. How complex you want the calculation to be is based on how much time that you want to devote to writing the code to support this.</

4 Replies 9,447 Views

For bows, I would like to see; Addition of Ranges to bows (Short Bows have range of 8 tiles, Long bows have range of 16 tiles) Add Crossbows - i.e. Cool-down 1, Piercing bonus (Light Crossbow, Heavy Crossbow) that can fire every other turn Some fractions, i.e. Tarth, use an archery focused strategy and archery focused units Allow mounted units to ignore zones of control so that they can target bow units AI has better counter-bow str

11 Replies 17,074 Views