I liked your spell ideas. People right now are skeptical about the spell system but I think over time they'll really appreciate the idea of spells in books because we can start to release spell books post release that players will at first find and then, when we're really happy with them, promote them to researchable items and then as a base choice. This lets the AI start to use them gradually. :) We have a ton of spells disabled internally that have a lot
Frogboy
I'll say that while this beta version is rough still, it should give you an idea of what we're looking to do here. I wish I had had another 3 hours to clean up the spells. The spell book blog shoudl hopefully provide a guide for how the spells are supposed to work. The tools these kids have for programming nowadays are insane. When I first started coding, I had to use beeps to tell where something is crashed. Now, in your c:\programdata\stardock\elemental war of magic director
Just remember: It's not a game. It's a piece of software that wants to be a game. And with your help, it'll be a great one. :)
We discussed this this afternoon during QA. We determined htat there's a timing issue here with the multi-core. You're like me with 4 cores. So what you should do is wait a few seconds before loading that game.
go to your my documents directory then my games and delete the elemental directory. That should fix it.
[quote]Overpowered champions and sovereigns that can take on huge numbers of regular troops sounds perfect to me.[/quote] As long as the game's AI is horrible, yea. But it's not so fun when it happens to you. I mean, good grief guys, we had people screaming because there were tough creatures spawning in their starting locations and those creatures don't even target anyone in particular yet. It would be a riot if a player's 10 hour long game ends because the AI so
My format your hard drive mod is not likely to go over well.
Ideas aren't the problem. Getting the AI to use them is.
One of the requirements for v1.0 available spells is that the AI has to be able to use them. It's really cool (and easy) to come up with really cool sounding spells. It's not even hard to program them in for the player. But getting the AI to use them effectively (or at all) is another case. Post release when I have a lot more time to play with the AI, I can look at more sophisticated spells.
[quote who="pad152" reply="9" id="2668295"]It's a weird beta, none of the beta testers have even seen the full game yet, one month before release. I do hope beta 3 is less buggy, the list of crash bugs keeps getting bigger. See, http://elemental.kryofx.com/ [/quote] The public beta is not the same as our internal beta.
[quote who="Tasunke" reply="209" id="2667945"]so, what, a Legion now takes up the same amount of space on the battlefield as a single man? //also, I think stat caps on creation should once again be 20, in order to encourage specialization.[/quote] We have made some adjustments to unit sizes based on our internal betas. The largest sized group (for now) is going to be around 20 units. There was too much difficulty scaling/balanc
Just realized that the table doesn't list the book of summoning.
The book of the Necromancer is one of the spell books but we're not (though the modders will certainly find it) going to go into too many details on it.
[quote who="SavageBananaMan34" reply="15" id="2668023"]So what's the deal with shards now? Do we only care about them for the big spells or do they give bonuses for all spells as well? It doesn't seem like there are very many shard-requiring spells... [/quote] Shards increase the essence of spell casters (essence is the life force of the caster which is their maximum mana).
[quote who="Saije" reply="17" id="2668062"]Your magic could definitely use some magic... A little creativity would be nice with the spells, I'd rather have spells that allow subtle control over the flow of battle then 15 different ways to do direct damage. The strategic spells arn't bad, but your tactical spells need serious inspiration. Spells shouldn't just be "Hey, I'm gonna blast that guy with Ice... Nah Fire... Wait Darkness!!" It should be about controlling the flow of combat
[quote who="Recnelis2" reply="206" id="2667877"]Ahh that makes sense, so the more wisdom you have the more powerful spells you can obtain.[/quote] Correct. Now, you can also hire Lore masters (by building monasteries and abbeys) to help increase this as well but your wisdom is what will ultimately make up a big part of it. A player that decides to crank up their other stats and lower wisdom to 5 is unlikely to be able to ever win through spell casting.
[quote who="LeBlaque" reply="204" id="2667838"]Uh, did we ever get a answer to what is WISDOM used for since the spell changes above? [/quote] Wisdom continues to be the one of the sources of a player's spell point storage. Intelligence is now used to determine your starting essence (and most spells use intelligence to determine damage).
[quote who="SteelFin" reply="200" id="2667803"] Quoting Frogboy, reply 194 http://ve3d.ign.com/images/68233/PC/Elemental-War-of-Magic/Screenshots/June-4th-Screenshot That screenshot is still valid. Though obviously late game. Is that one army verse the dragon? It is hard to tell one side from the other in that picture if there are in fact two armies battling it out.[/quote] It's two armies (one which includes a dragon). There are som
Too much reading in and misinterpretation. I said a typical battle would last 3 minutes. We're not hard coding battles to a time limit (it's turn based, you could go to bed and come back the next morning). That doesn't mean late game battles won't be more epic but what % of your game is spent in late game climatic battles versus the typical skirmish of a dozen vs. a dozen?
[quote]http://ve3d.ign.com/images/68233/PC/Elemental-War-of-Magic/Screenshots/June-4th-Screenshot[/quote] That screenshot is still valid. Though obviously late game.
Steam sales are good for consumers. If the sale is agreed upon by the maker of the game and Steam, I don't see any problem with it.
I agree. I'm also sick of the handful. Stardock needs to get a lot more in there before the modding beta lest we be shamed at the ease of adding goodie huts (think less than 5 minutes to add one that is visually very different).
Exact Formula: Unit has equipment that has attack values that gives the unit an overall attack rating. Every type of equipment has an attack type: Normal, Cutting, Blunt, Piercing. Whichever type of non-normal attack contributes the most to your attack rating defines your overall attack type. (Realistically, your primary weapon). .. Unit has equipment that has defense values that gives the unit an overall defense rating. Every type of equipment
[quote who="onomastikon" reply="129" id="2665504"]I cannot see this game going gold in August. We havent tested tactical battles and magic, really. I think it's crazy, I'd go with 2011.[/quote] I know what you mean. In Beta 2-A, they don't even have the Civilization and Warfare tech trees in there. It must mean they aren't even started... :)
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