Ilindil

Ilindil

Joined Member # 4197897
3 Posts 20 Replies 476 Reputation

We all know that champions are lacking special abilities. But no one thought that there should also be some rare abilities like for example: master swordsman -> if in town, can train units to be elite swordsman or have some special sword skill. Having such units would make champions worth more and give you a bit interesting choices (send this powerful sword master to war, or let him train elite units).

9 Replies 8,698 Views

[quote who="Barrynor" reply="53" id="2796358"] The Free Expansion... this is the first time I am reading about it, and as such... I bought this game a year ago, and despite the launch-messyness I am not regretting it yet. You guys are putting in a lot of effort! Thanks![/quote] If you bought it year ago, you should know that there are going to be two free expansion packs for you :)

145 Replies 263,904 Views

Cavalry (especially heavy cavalry) was so powerful because of lances and charge speed (so morale crushing + power of first impact), i miss this two things in Elemental. It would be quite interesting if combining gear + training could give special skills to units. Cavalry charge + 50% attack after first attack -> could be achieved by buying horse, lance Cavalry causing fear +20% chance to crush enemy morale -> could be achieved by buying horse, heavy armor, scary hel

143 Replies 377,065 Views

[quote who="Vhorthex" reply="1" id="2775544"]First I'm sorry but I have to point it out... can sum mom [/quote] I hate text correctors some times [e digicons]:annoyed:[/e] . (English isn`t my first language) [quote who="Vhorthex" reply="1" id="2775544"] Your first point, although I agree with what you say partially it has to be trend lightly. Since increasing the AOE of a spell might render a subsequent spell irrelevant. For example, if lightning bolt coul

2 Replies 4,336 Views

Magic in Elemental: War of Magic seems to be a bit flat right now. I have some ideas to make it more fun. 1) Spells should grow! Now when champion increase INT spell only got some more dmg. Imagine fantasy world where adept caster and master of magic cast same looking fireball with different dmg... it`s a bit weird. I think that it would look so that adept can cast fireball so small to fire candle and master can take whole unit with it. So my i

2 Replies 4,336 Views

There are a lot of good ideas here! I also like to see combat more complicated. I don`t know how it would work in MP. But probably you can make 2 combat systems to choose from. [quote] 1st. Let units move in initiative order (not the I go you go system used now). Let initiative be a random factor + training bonus + armor factor + amy leader bonus if any. Example: Talent - Expert Tactician - +2 initiative to units in the army commanded by a champion

140 Replies 328,012 Views

[quote who="kyogre12" reply="128" id="2761907"] It's great that you want to help, but honestly, I'm not looking for help. This mod will take a very long time to complete, and I don't want anyone to "sign up" thinking otherwise and then being unprepared for a very long, mostly thankless slog. If I ever end up having a real "team," I want them to be people I know will stick it out to the very distant end (barring unforseen real life problems like illnesses, etc).[/quote] I

145 Replies 97,047 Views

[quote who="Vallu751" reply="36" id="2761471"]In another thread, the dev LikeTheWhirlwind said: "ATK goes down as squads lose troops. So 0 - ATK/NumTroops is still correct. I agree with you though that the currently displayed ATK and DEF for squads is misleading and unintuitive."[/quote] It`s quite easy to correct. 0-(ATK-[($NumTroops/$MaxTroops)*$MaxATK]/NumTroops)

53 Replies 184,708 Views