@ BoogieBac Just pulling yer leg. =P I don't expect any "feature bleh will be in 1.131" because that would be a dumb thing for exactly the reasons (or departments = ) you listed. And sometimes even the best idea in the world just doesn't work in the context of a specific game. *shrug* That's no reason to stop posting ideas, though. Even if I
Gazz_
Could be. There was no expansion when I played it. Gah! Now you did it. I created another necromancer. =/
*shrug* I dig out D2 maybe once per year so it's not like I'm totally anti hack'n'slash. =P None of the games I listed got the mix "just right". None of them were as captivating as the original - even with the benefit of hindsight! They are a lot prettier but essentially... meh. About 2/3 through TC I just stopped playing. Discovery just seemed so uninteresting there. With D2 I can't just stop when getting to hell... and beyond. And I know these pla
On average the AI should indeed be balanced with the player but not in every smallest detail. =) Some conditions or strategies are terribly hard to "teach" to an AI so it's justifyable to let it cheat to achieve a similiar result. Completely dropping all spell research as ross suggested is extreme but giving the AI some missing low level spells that it "forgot" when it has advanced well past that spell level sounds like a possible cheat.
[quote who="BoogieBac"]While the final 1.1 build will have around 75 spells to help your rise to power, we’ll continue taking suggestions on how to best make the ‘Magic’ half of our subtitle really shine![/quote][quote who="BoogieBac"]We probably won't discuss futures unti 1.1 is out the door[/quote] Make up your mind! =P
Life spell: Defender of the People - strat. In some ways this is related to the Guardian Ward unit from the 1.1 patch. Only less of a blunt "fix". A unit in a city can be enchanted to become a DotP. (I bravely resisted the temptation to call it Defender of the Commoners or DotCom) Could be limited to 1 / city. It negates the unit's ability to leave the city. The spell can be turned
It's hard to tell how good (Greater) Evasion is. It adds "+1 Dodge" which can mean just about anything . Under 1.0 rules, 1 point of dodge meant a 0.1 % chance to dodge an attack. I am quite certain they did not create an awesome new "Greater" spell to increase a unit's chance to dodge attacks by an amazing 0.2 %. =P
[quote who="RFHolloway" reply="60" id="2825956"]Anyone else thinking "Apocolypse" spell from Populous (or am I the only really old one around here)[/quote] Judging by how many here can quote the MoM manual blindfolded, I don't believe you're that much above average age. =P My favourite was blessing the enemy territory with great lush forests. And then the tiniest little... spark... Such natural synergy with spells is something I'd like to see in elemental, too
One important point on spell design: Please keep the resist calculation in the Spell.xml instead of making it a hardcoded black box system. The spells calculate their damage therre, they can also calculate their resist chance. That ensures some desperately needed flexibility like... Other resists: Just because there is a "magic resistance" st
[quote who="Campaigner" reply="54" id="2825900"]I'm however hellbent on the spellcolors in Magic The Gathering and Master of Magic so anything else than that seems not as good.[/quote] You need some of these . [quote quoting="post"]L5 Mobility - Call of the Titans A unstoppable spell that gathers ALL friendly unstationed troops and lets you target them directly into enemy territory.[/quote] <
[quote who="BoogieBac" reply="5" id="2825429"]What I'd love to see is the modders kick around the new GameModifiers and various tags added to extend spell functionality. If we've added a feature where, with relative ease, we can make it considerably more useful to modders, I'll be happy to get it in![/quote] In the four posts starting here I have collected a lot of desireable spell mechanics. "Multiple spel
That game didn't really get tougher. Maybe you grew old and decrepit? =P I dig it out every year or so when I'm fed up with games consisting of 99% fancy graphics and 1% gameplay.
Loki? Not sure if that was multiplayer. Nothing exceptional - just yet another Diablo 2 wannabe. Overlord has a multiplayer mode of sorts but I dunno if that's just deathmatch. Couldn't get into Dungeon Siege myself. Felt like a long, dreadfully boring grind. Too much micromanagement to bog down the gameplay. Titan Quest is prettier but still plays like a cheap Diablo 2 knockoff. Gets boring really fast. Hellgate London would have been good if it'
[quote who="Istari" reply="12" id="2824360"]This is tedious. Why not have the AI design the AI? For example, during the game, the tally system can keep records of how much was put into research of different kinds, how many resources of particular types were harvested, how many units with particular abilities were trained, how many cities, improvements, spells of type, expenditures, etc. When the AI loses, it examines at what stages of the game it was behind in any particular aspect
[quote quoting="post"]The most obvious is that you’re looking and thinking about your strategy all the time. So let’s look at the threads we should have in Elemental: 1. Global Strategic AI thread. This is little more than one big while loop that sits in a thread. It’s very low priority and all it does is look at the map and see what sorts of pre-designed situations have been triggered. Think of it as pattern recognition. If it recognizes a pattern, it sets
What's the purpose of this maneuver? I'll admit that I'm no football fan but it doesn't look familiar.
[quote who="WhiteElk" reply="189" id="2823239"]So are you looking for a cool down/burnout stat? ie: Champion casts an X mana spell, then must heal up before restoring their max casting potential? I wouldn't mind this feature... Spellcasters all draw from a common mana pool. With each individual spellcaster being limited in how much mana they can channel over a given time period. [/quote] If there is casting time and
A straight comparison to D&D rules is just mudding up the waters because in D&D the chance to hit at all (and therefore the actual damage) heavily depends on the character level and class. A lvl 11 fighter actually has twice the chance to hit AC -1 than a lvl 1 fighter or a lvl 10 caster.
Good, maybe, but I don't think it's a very logical point. =P I understand "non-combat build" as a farmer or miner. Getting XP from quests is completely against staying at home farming or mining. Rescueing princesses or sorting through bones on old battlefields does not make you a better farmer. However, getting "real XP" from the staying at home bit is a balancing issue because you could level up your champs at home without any risk, puttin
The annoying bit about the unit cards is that they cover the area / units beneath them. They should pop up in another part of the screen if the mouse would be directly on the card after it has popped up.
[quote who="Kestral2040" reply="103" id="2822296"]you should never see more than one popup from an idle city, we were concerned about spamming the player with popups so you only get one when the city goes idle, if you dismiss the popup you won't get another one until you build something in there and it goes to idle again. We are also looking to do some other visual indicators with the empire tree on the left of the screen to help you identify idle cities [/quote] Ya know, the be
I've been musing about abilities (like of a fire elemental) and I think their availability should be level based for the "good stuff". That way even summoned creatures would have some growth potential and lose that "off the shelf throwaway unit" feeling. More hit points are nice but they aren't cool abilities . Most of the time I just summon Stone Giants for the automatically included AOE goodness. Their actual fighting power is largely irrelevant. T
It was said earlier (although not in thgis thread) that spells will have casting time. That is the proper way to handle how many spells of which type can be cast in what time frame. Right now that feature does not exist so the more powerful spell is always better. If there was casting time, smaller but faster spells would be far easier to cast without getting interrupted. = choice.
Without any sort of differenciation, all weapons only scale vertically. The "higher" weapon is always better than the lower one. That's a one-dimensional progression and yes, it does work for 1000 simple games. When one weapon can have a higher chance to hit but lower damage, weapons don't automatically become obsolete as soon as the better one is researched. By your simple ruleset, damage alone would make the ballista one of the best weapons in the g
[quote who="Magog_AoW" reply="57" id="2822077"]I still don't understand why you complicate things so much. Just have Attack and Damage as two separate stats, all problems solved. I don't see how this new system will add anything but more confusion.[/quote] Because just having one value each eliminates almost all means to balance weapons, armour, and stats. It's as simple as that. Castable Spell Level based on INT:</