[quote who="Reianor3" reply="15" id="2822091"]*Sigh*... some people don't even bother to imagine themselves on the other side of their spells, let alone stopping to consider how uncommon is their viewpoint on the matter.[/quote] *shrug* Just look around the ideas forum. Lots of "contributions" consist of like one line of desription for a feature with considerable scope. That people consider the pros and cons of their ideas and how it will interact with the rest of the ga
Gazz_
Pet Sematary, eh? =P
Sanitation just for the hell of it is a silly idea. It must have an actual influence on the game and the cost / upkeep of the building must be in the same range as the benefit you get from it. Otherwise there is no choice and the building becomes either useless or dumb micromanagement because you must have it. Effects are easy to come up with so why doesn't anyone bother? Base healing rate in a city without sewers is -10 to +15 %, -1 % per city lev
My take on roads. (the option to build them manually but to tie building / upgrading to actual work invested - without micromanaging road building units)
[quote who="Wintersong" reply="4" id="2820581"]Weren't autoresolves just battles played normally but your army being controlled by the AI? (with no graphical feedback beyond a list of general actions in the battle report like: "hero_A casts spell_B, does X damage to enemy_Z")[/quote] That is what I'm suggesting how it should work... Units have no actual position in the current super-abstract auto-resolve so - ranged units cannot get 1-2 "free
[quote who="Fearzone" reply="1" id="2820418"]There are occasional fights where I look at both sides and my units simply don't have enough attack power to overcome the AIs defenses, but I have the bigger army even though it is crap units, so I cheese the AI by hitting auto-resolve and win.[/quote] That's the main reason for this. A consistent system so that "full" and auto battles play by the same rules, use the exact same function calls for abilities... the whole shebang. Whet
You'll have to create a lot of models / gear / equipment to make those look even remotely "right".
With hexes you just get different problems - mainly with graphical content. Fake angles only work in a fixed isometrical view, not with a mobile camera, and without them your cities look more like beehives.
I'd be happy with tetragons as a middle ground. [quote who="SinVraal" reply="59" id="2819973"]And yes, armies have a zone of control, I heard of that too...[/quote] Well, not in Elemental. Neither units nor armies have a ZOC there. That's actually one of the main problems of tactical (and strategical) army stuffs. The shallowness of the system...
But they could be circles! And then well... because!
[quote who="SinVraal" reply="52" id="2819954"]I would like people to NOT link Wikipedia entries which do have this sentence presented on top: This article does not cite any references or sources. [/quote] I don't see why. Such an entry is obviously stuff some guy has written. Any web reference would also be stuff some guy has written. But it's truer when it's not a wiki entry? Some urban myths could cite tons of references and still not be worth
[quote who="Istari" reply="108" id="2819770"]I'll try to tone it down, so to speak.[/quote] The use of "tone" as a pun could be construed as a derogatory reference to colour. Mr. PC
With current movement costs you don't have a lot of leeway in making magical roads even faster. Roads are 50% so I guess magical roads could be 35% or something. They'd soon turn into near-instanteous travel anywhere. That was a bad thing in MoM. =) They could, however, cost mana upkeep. That would be the same as a low powered gate / teleport. I'm not sure if "magic system integration" is doable in a cool and sensible way. I don't have a good idea for that in any cas
In GalCiv that was called "within influence" if I'm not mistaken. I never heard the term ZOC used there. With cities, "special stuff" happens within the ZOC - which also happens to be adjacent to the city. So what's non-ZOCic about it? There is no clear definition of what must happen in a ZOC. It varies between games. But yes, I also used it here . It's an old school term so *shrug*. It's true that it's ambiguous i
[quote who="Goldmos" reply="134" id="2819287"]if it should reach the press, your sovereign will be outvoted the next election! By the way, why there isn't any "media" in elemental. It should focus on all the bad stuff you've done and all your error you've make so your people will gradually loose confidense in you (time limit for the win).[/quote] I'm not president. I'm KING! The population will be told what it needs to know.
marlowwe [quote]a trait or special ability can become completely useless due to factors outside of the player's control. Although enabling auto-resolve is a player choice, having it enabled will completely invalidate all special abilities that affect tactical battles. From a game designer's perspective, auto-resolve and tactical battle traits would impinge on each other and render themselves mutually exclusive.<br
No, I don't consider this necromancy. The new population system was merely the missing puzzle piece that could tie all the loose ends. [quote who="Frogboy"]* We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it.[/quote] The new specialist system is the perfect solution. Players should have the ability to bu
So what spell types / tags should there be to be used in conjunction with abilities? I just hate working without a base. The changes to the magic system are practically unknown so we don't even know which spells will be there and therefore which spell type tags would be logical. What I would guess: (I'm sure I'm missing some...) Spell Book can already be used. Just listing it.</li
[quote who="Alstein" reply="36" id="2819200"]Part of me thinks that these unique abilities- they should be hero based not necessarrily sovereign based. [/quote] Well, once an ability is coded, it can be attached to any unit. Just keep suggesting more abilities / traits so that there is a surplus of ideas that can leak over to the heroes. =) An who's to say that a hero can't have one powerful trait where a sovereign can have 5 or
[quote who="Jharii" reply="95" id="2819056"]Don't look now, but that blade of your knife is upside-down.[/quote] This is a perfectly valid stance in knife fighting. Depends on the knife, though, and how well it can be used for hacking and slashing.
[quote who="Frogboy" reply="2" id="2817645"]I've been working on a new manual for v1.1. [/quote] Even with the best intentions, the one knowing the game inside-out never explains the right things. =P
All spell costs? Wouldn't that just be the next "Organised", where you would be stupid to ever not take it? That would buff too many areas of the game at once because spells do more than one thing. Forcing the player to pre-select an element such as "cheap fire spells" is problematic because you might end up with a map without a fire shard. It would be bad gameplay to allow a feature to become completely useless just as it would be equally bad to a
[quote who="GW Swicord" reply="93" id="2818990"]C'mon, admit it. You've rescued stray puppies and collected Hello Kitty stickers.[/quote] It may have been collecting stray puppies and rescueing Hello Kitty stickers instead. Who would know? BTW: I know a preacher who has offered to officially block you from an australian church website for your street cred... That has to count for more than just a temporary ban on the
I'd say that general traits like "Gold per turn % or additional % increase per improvement" are suboptimal. Need more limited skills like... Treasurer: Increases the income bonus from mints. Mine Foreman: increases the number of specialists that can work in a mine. (that increases output but also costs another specialist or two) Smaller scale skills
[quote who="superfanqui" reply="8" id="2818882"]SORRY Gazz_ maybe I cross the line. If you want I will delete the post really. When I have more from the Saint seiya Clowns I will post here. I am only learnig.[/quote] Me? Naw. I have the thickest skin I know of. You should rather worry about the moderators because they are not allowed to have thick skin in that regard. =P My only complaint is that some of these abilities are simply out of style f