I will cover as many sides as possible, even some people might consider conspiratory.
Published on August 28, 2010 By Callesen58 In War of Magic

I will start out by saying Elemental is addictive. Even so, it has a rather large amount of minor to medium flaws that individually are fine but in unison gamebreaking. A few of the issues are also overlapping. Remember that all the solutions are just how I would solve the issues, they might not even completely solve the said issues but will atleast aleviate them.

Medium flaws:

1. Health is way too low for everything. Your soverign is basically a walking deathtrap with his low health, and in general health is too low until you become awesome enough to train a company of 12 elites.

Solution: Increase health by 3x, including health gains from constitution, remove 1/2 of defense and add a magic resistance stat that is given by everything with elementium and crystals in it.

2. Lack of caster items. Your soverign and champions have no acces to any caster gear except maybe a ring or a amulet. This is especially problematic later on.

Solution: Add caster items that are researched with the magic tech tree. Add two types of caster items, magi and battlemage. Battlemage gear would have more defense and magic resistance than would soverigns or champions in magi gear, but they would have longer between casts and less intellect and charisma.

3. Lack of usefulness of shards for non-magic soverigns. If you focus on a melee soverign you basically gimp yourself in this game. First he has low health, as per issue 1, secondly, once magic actually becomes useful shards will be awesome.

Solution: Allow shards to be imbued into units, champions or your soverign. This would expend the shard until the unit dies or the resource building is sacked by a monster/enemy, which would then kill the unit, and you would only be allowed one shard per unit, 2 per champion and 3 per soverign. Example: Air shards give +10% attack +20% combat speed speed +5% move, fire shards give +20% health +20% attack, water shards give +30% magic defense +10% attack +5% health, earth shards give +30% defense +25% attack -15% combat speed.

4. Overpoweredness of tech research. The benefits of tech research are much better than the ones for arcane research. I do not know if they were ever surposed to be balanced or anything but at the moment you basically focus on tech research as it has all the benefits.

Solution: First, increase the cost of each spell level by 2 and spells by 1.25. Secondly, allow casters to create resources with spells starting at spell level 6, and make it scale with intellect. Example: Fertilise the land. Spell level 6. 30 mana. No benefits from shards. Does a roll from 1-2000 then reduces the number by 2x intellect. A number from 1-20 is +6 food, 20-60 is +5, 60-240 +4, 240-500 +3, 500-1000 +2 and 1000-2000 is +1  food. At max spell level, allow the caster a low chance to create the one and only elememtium deposit.

Minor flaws:

1. No "huge" maps. I know they are possible since I have atleast seen a 14x14 map on the mod library, so they were likely disabled.

Solution: Enable them again, or if they were disabled because of performance reasons, enable them once, and if you can, you have fixed the performance issues.

2. Unable to change resource abundance from the map screen. This is not that important, but nonetheless a flaw.

Solution: Allow you to change resource abundance without modding. (Even changing resource rarity in the .xml files dosen't work, atleast not yet)

3. Lack of "end-game", technologies outside civ/imp tech tree. All the good end game stuff is in civ/imp and the likelyhood of "refined x" appearing is so low for the others that they are not worth it. You can basically go 10 warfare levels without seeing a single refined tech, while you coul have gotten 10 refined techs if you went for civilization instead.

Solution: Add refined health, giving +5% health, after researching elite troops, refined unit training, reducing training time by 5%, after researching the war college tech (And whatever the empire equivalent is etc), refined crystal production, +10% crystal production, after researching shard mastery etc etc. Basically add a refined technology to nearly every single possible stat, but add them all around in the different techs so they are about equally useful late game.


Comments
on Aug 28, 2010

There are actually some great ideas here, but you might want to give a little less all-knowing impression in your writing. But still, some good ideas.

on Aug 28, 2010

There are actually some great ideas here, but you might want to give a little less all-knowing impression in your writing. But still, some good ideas.

Editted the first part to say that all the solutions are how I personally would solve the issues

on Aug 28, 2010

I personally don't find health to be too low. That might be because the AI is so easy though. Leveling up is fast, and putting points in to Con allows rapid health gains. Giants and Elementals are also very easy to get. Troops are fairly cheap. Between all of those things, I get a killer stack early (usually by about turn 30 or sooner). At that point, I cut through everything and health feels too high.

It does start low though, and so I have to be careful.. although running away is really easy so even that isn't a problem.

on Aug 28, 2010

A melee sov is hardly gimped. Give him a bow and he'll do more damage than he will with magic. It might of course change when the shards are working, but until then I actually find a combat focused sov with a bow is far more effective than a magic one.

on Aug 28, 2010

diamondspider
I personally don't find health to be too low. That might be because the AI is so easy though. Leveling up is fast, and putting points in to Con allows rapid health gains. Giants and Elementals are also very easy to get. Troops are fairly cheap. Between all of those things, I get a killer stack early (usually by about turn 30 or sooner). At that point, I cut through everything and health feels too high.

It does start low though, and so I have to be careful.. although running away is really easy so even that isn't a problem.

There you said a problem. Try playing without spamming con and without using giants or elementals.

Besides, the limiting factor for magic usability is health, without a major health increase and a split up of defense into armor and magic resistance, magic will keep being hit and miss, overpowered when it hits and useless when it doesn't.

 

Archonsod
A melee sov is hardly gimped. Give him a bow and he'll do more damage than he will with magic. It might of course change when the shards are working, but until then I actually find a combat focused sov with a bow is far more effective than a magic one.

 

But he isn't a melee sovereign then, and the fact he does more damage is another problem since the bow has unlimited arrows, while magic is limited by mana.

on Aug 28, 2010

Why would I not build giants and elementals? They don't cost anything other than putting a measely 5 points into essence at the start (or after leveling) in my soveign and building a few arcane labs.

Also, as I said, the stuff levels up very quickly if you want it to, and it's rigged so Con is the best thing to take usually in melee champs. Obviously, if you refuse to put points into Con, you'll have to settle for fairly low HP units (you do get a nice boost from leveling anyways... substantial one), then you must rely on the extremely random armor value... not recommended pretty much period. Solution to that is to use bell curves for armor rather than a single roll.

I just won on ridiculous on turn 100 with no effort... so...

on Aug 28, 2010

Solution to all damage issues is to use bell curves... just do (random(attack/2)+(random(attack/2)).. same with armor.

on Aug 28, 2010

Here is my quirks.  In most 4x games the cities or planets or hubs (or what ever) are always building stuff.  It seems to me that after turn 20 - 30.  The cities rarely build anything.  Most of my cities are IDLE.  I rarely have long list of constant builds.

 

Then this is a magical era with ruins and quests and dungeons.  However, it sure dont feel epic.  We can not build...   WONDERS?  I think we should have WONDERS (similar to civilization), naturally, I would not call them Wonders.  I would call them Magical Fortress or some sort of great Mystical building that can help us, hinder our foes, or assist us in casting spells.  For being a 4X game, we are not presented with allot of options.  There is no government options?  Can I use slaves in my cities?  Am I diplomatic nation?  Do I reward the scientists and penalize the warrior society?  Am I a barbarian society that penalizes anyone with intelligence and reward brute strength?  Do I enjoy equal rights to all my citizens, including the women folk?  Are women folk forced to stay at home and do nothing or can they participate in society?


Why do we have two build queues?  Why are all the buildings and training of troops so fast?

When do I get to train my mayors and tell them what type of society I want?

Will I get Wonders that can awe my neighbors, inspire my people, and harm my enemies?

Can we also have weather that can hinder and help us - every so often?   No hurricanes?  Why?

on Aug 28, 2010

diamondspider
Why would I not build giants and elementals? They don't cost anything other than putting a measely 5 points into essence at the start (or after leveling) in my soveign and building a few arcane labs.

Also, as I said, the stuff levels up very quickly if you want it to, and it's rigged so Con is the best thing to take usually in melee champs. Obviously, if you refuse to put points into Con, you'll have to settle for fairly low HP units (you do get a nice boost from leveling anyways... substantial one), then you must rely on the extremely random armor value... not recommended pretty much period. Solution to that is to use bell curves for armor rather than a single roll.

I just won on ridiculous on turn 100 with no effort... so...

 

The issue with giants and elementals is that they are OMGWTF-awesome in early game and useless in late game, atleast in my experience. Forcing you into Con is also a design flaw as well, sovereigns shouldn't be so weak that you have to put 3/4 of your points into health.

And once again, armor should only negate damage. If you want to avoid damage, create an agility stat that allows you to do critical strikes and dodge stuff, including spells. Obviously agility would be decreased by heavy armor.

on Aug 28, 2010

BoydofZINJ
Here is my quirks.  In most 4x games the cities or planets or hubs (or what ever) are always building stuff.  It seems to me that after turn 20 - 30.  The cities rarely build anything.  Most of my cities are IDLE.  I rarely have long list of constant builds.

 

Then this is a magical era with ruins and quests and dungeons.  However, it sure dont feel epic.  We can not build...   WONDERS?  I think we should have WONDERS (similar to civilization), naturally, I would not call them Wonders.  I would call them Magical Fortress or some sort of great Mystical building that can help us, hinder our foes, or assist us in casting spells.  For being a 4X game, we are not presented with allot of options.  There is no government options?  Can I use slaves in my cities?  Am I diplomatic nation?  Do I reward the scientists and penalize the warrior society?  Am I a barbarian society that penalizes anyone with intelligence and reward brute strength?  Do I enjoy equal rights to all my citizens, including the women folk?  Are women folk forced to stay at home and do nothing or can they participate in society?


Why do we have two build queues?  Why are all the buildings and training of troops so fast?

When do I get to train my mayors and tell them what type of society I want?

Will I get Wonders that can awe my neighbors, inspire my people, and harm my enemies?

Can we also have weather that can hinder and help us - every so often?   No hurricanes?  Why?

Agreed, calling it a 4x game is actually a bit of a stretch. I like to think of Elemental as Europa Universalis 3. Each expansion and each patch improved the game substantially, if you factor in mods it quickly became addictive. Europa Universalis 3 basically turned into a 4X game once you had 3 expansions and a good mod.

 

Elemental is in the same boat, I will likely check it out after each major patch and the expansions, waiting for the game to be really fleshed out before really digging into it outside what I have tried already. Sadly you have so few choices at the moment that the game quickly becomes stale to me.

on Aug 28, 2010

I guess it is true if you want to run a melee sov.... I use mine for a taxi cab mostly and pump his essence--since I do 15 charisma, I always have tones of champs to do me melee dirty work for me... I don't like my sov being melee simply because he has better things to do than risk himself to the huge random number variance. If I did want to make a melee sov, I agree that having to invest a good bit into Con would be annoying as I'd be wanting to put it into attack. Then again, better weapons raise attack, while armor doesn't provide reliable protection, so I see that as the root problem.