Fallen Enchantress: Legendary Heroes

Fallen Enchantress: Legendary Heroes

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What would you like to see in new DLC?
Hey since there is magic/fantasy in this game I figure just about anything could fly for potential DLC.

Ill start, I'm not really sure why I don't have the option to build a navy to wage war, explore and transport my armies. I would think this would be a pretty reasonable addition to the game. I read there are ships you can find, but no luck yet.

I'll throw something crazy out there, the ability to settle underwater cities. In general settling underwater would be less beneficial than settling on land. Also you would have to get pretty high in the magic reseearch tree to be able to do it. However there could be a race particularly adept at living underwater and less so on land. Sea resources would have to be added, as well as sea monsters to kill. I'm dating myself here but the basic idea is from Sid Meier's Alpha Centauri (Nautilus Pirates faction). I always thought it was a pretty unique concept, and I've never seen it in any other game.

But ya, what can you guys think up?
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Ships on one map (DLC) Anthys, trouble is AI don't know what to do with them and get trapped, also in one of the senarios. Never played that myself.

I have quite a few themed factions, but no way to disable default units yet. :(

There would be no "tech" for under water and would be seriously expensive magic power. But then why would I go under with that kinda power. Caverns even. Nope. Clouds and floating cities or just float them on the water. Simpler times..

I do recall some rts's with sky and under ground systems.
The underground system you mentioned could be really fun, not sold on the sky though. I've seen the underground system function in the Civ5 Faeurn mod.
I would love to see the addition of multiplayer into the game, at the very least co-op play or hotseat. Also there's a neat little indie game called batte of wesnoth that i love - the thing there is that the pathing of units suggests the units path as to where you want to go - helps prevent 'omg i put my unit next to a super mob' and then it's dead. that absolutely drives me nuts! by holding he cursor as seen in wesnoth you can preview your moves past diff terrain types to see what way is my logical/tactical to go. i like the idea of big maps as if your losing badly you can pick up on a ship and hopefully land on an island and just survive, then sneak back and see if you can loot some sites or pickoff some easy mobs to try and crawl back into the game and avoid being smushed too quickly :) I just tried the game on hardest setting with anthys map and lost b/c my unit pathed where i did not want it to go and kraxis caught me and crushed my dreams of world domination!
Dernière modification de Chucky Tosser; 1 juil. 2013 à 21h57
- Random-Map-Option for a map of isles (and than a possibility to build shipyards)
- still a hot seat mode ... :)
- more ships than transport vessels
- more undead and (yes i know its boring...) an undead faction
- more default factions
- more different monsters and ruffians
- more spells
- some more unique buildings for the 3 different city branches
- maybe another new city
- a possibility to disable self-created factions for AI
Dernière modification de Ueffe; 2 juil. 2013 à 6h25
Rob 2 juil. 2013 à 8h19 
-more monsters, like WAY more monster types

-more heroes

-new factions

-more spells

-more quest types
Factions, Monsters, Items/Weapons/Armor, Scenarios.

Go big or go home, don't have an items pack and weapons pack and armor pack, etc. Focus on bigger projects than smaller ones. Bigger packs with more content is better than smaller packs with less content.

For all you who think "less is more", just imagine how much more that "more" would be.

Personally, I want another expansion to add a secondary "Outpost" feature with is a "small town" instead of an outpost. It would be "connected" to a town and provide improvements and maybe be able to build troops. I want a bigger tech tree and more spells. This is all "Expansion" content and not "DLC" content, of course.

I look forward to the continuing evolution of Elemental.
- More action on the sea, different types of ships, sea monsters, pirates etc. More complicated quests, cursed islans, hidden treasures, puzzles etc.
- Quests could be more complicated, branching, allowing more ways to solve them.
- Music and sound effects are not on the same level with the graphics ( they`re in my opinion unique and very beautiful) and don`t even follow the happenings and moods of the game logically.
- I think in overall they`re developing this beautiful game well. All the improvements they`ve done since the crappy beginning have been great and there`s so much more potencial in this game. The replayability of this game is very high and somehow I love the naive, faitytalish style of it.
Very big multimap campain with core force transfer from map to map.
yes love that idea, games that do that rock!
more quests more monsters more unique weapons like "the sunderer" which i own and it is good weapon.
Weather effects might be interesting. e.g. from Illwinter's Dominions series, storms grounded most flyers, greatly hampered missile fire, and made fire magic more exhausting to cast; very hot or very cold temperatures exhausted troops.

Perhaps more diplomatic options, like one-time gifts, or the ability to send a trade mission unit to a friendly foreign city which would the limited-quanitty-per-turn purchasing of items from that foreign city in the merchant's hometown, and vice versa, as long as relations were friendly.

A Wildlands featuring a ruined fortress above a deep, deep mine and surrounded by dried lava flow; populated by hostile elephant hordes, miasma and the odd insane flame-cloaked axe-wielding Ironeer.

(If you have never read http://lparchive.org/Dwarf-Fortress-Boatmurdered/, you're in for an amusing, bizarre and extremely profane treat. Not for young impressionable children.).


Less demanding to design and build --
- More tactical battle maps. Perhaps some might have environmental effects, like deep fog hurting accuracy or the battlefield already rainy and thus the map largely mud... or worse, things like foul gas inflicting some nasty effect on all non-poison-immune units.
- More quests, particulalry branching ones -- already possible within the current system AFAICT.
- More random event types.
- More map tiles.
Dernière modification de Sentient_Toaster; 5 juil. 2013 à 11h58
Weather/Environmental effects on troops (maybe also on cities) sound great
Also having a separate underground level (like in Master of Magic)
Some really good suggestions here, I hope the developers pick up on soe of these.

I really like:

*Multiplayer is sorely lacking from the game, being able to play with your friends is huge. Also being able to recommend the game to a friend goes a lot further when you can play the game together. Not having multiplayer must have a negative impact on their sales. The option of having a turn timer would probably have to be implemented to make it work, also humnas would have to be able to take turns simultaneously.

*The idea of expanding on quests. Quests seem like the real point and challenge of the game, as I have had no problem taking out the AI players with some rare exceptions. Quests should be more than go here and there, fight a battle then get a trophy. Definately a lot of wasted potential.

*New items are always fun, maybe some more hugely powerful weapons with negative properties. For instane I found that powerful sword that gives -100% exp, thought it was a bug that I was getting no exp until I checked my inventory. Could be a powerful sword that forbids you from using magic and/or skills, etc.

*More diplomacy options would be nice, but I have never seen good AI diplomacy in any game ever, seems like a huge challenge.

*Obviously I love the sea conquest/monster/ships ideas, definately one aspect that is lacking from the game. I'd also like to see an islands map as someone suggested.

*The outpost that is really a small town could work, maybe it just could not be upgraded to city/conclace/forrtress and have limited building options and have no unrest.

The thing I'd like to see added most is defensive terrain on multiple plains and more siege weapons when taking a town. Things such as archers and lava pots in towers or in defensive possitions in a castle or palace. Catapults are already there, seems like the next logical step.
Yeah terrain-issues would be nice and a damn possibility to arrange my troops before combat. At least when I'm the attacker.
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Posté le 1 juil. 2013 à 18h31
Messages : 25