The answer to the 6 pages worth of "I want a refund": [email protected]
Gazz_
[quote who="lackoo1111" reply="53" id="2797512"]Isn't it discrimination ?[/quote] Hmm. You think you'd have chances with filing a discrimination case because a publisher doesn't give you free stuff after the "special sale event" has ended? I wouldn't bet money on that. Well, maybe if you are El Presidente in your country...
While this does not concern the process of modding, it's a requirement (IMO = ) before wild and crazy spell effects can be coded. What I'm asking for is an event / trigger system that can ideally be used from the spell XML files. Usually that would be used in buffs / debuffs, doing... stuff... depending on certain triggers. Example: A buff (or magical sword internal effect)
- when you have researched the 4 elements and the Life book to high levels you should be able to perform a special summoning. Earth! Air! Fire! Water! Life! By your powers combined, I am Captain Planet!
[quote who="Istari" reply="44" id="2797296"]...Wait, where am I?[/quote] You are a cheeseburger. The where is not important. Time, space, and speed are relative so all that matters is the cheeseburger.
You can perform every action with 0.000001 action points.
[quote who="DKL" reply="30" id="2796924"]On a sidenote, your comment made me remember that we also need some once-per-combat ranged weapons like javelins, which should be equipped along with some other primary weapon by melee units.[/quote] The roman pilum. They didn't lug those around for show. =P Made me think of David Drake's "Foreign Legions". Carthago delenda est! Mwahaha!
Hmm. Interesting approach. These could alternatively or additionally be separated into mitigation and avoidance defense. Like... Plate Breastplate: 8 defense, 80 (%) mitigation, 20 Avoidance. Rusty Plate Breastplate: 8 defense, 70 mitigation, 18 Avoidance. Leather Vest: 3 defense, 40 mitigation, 60 Avoidance. The Plate Breastplate would effectively have 6.4 Defense
[quote who="Alstein" reply="97" id="2796855"]Question: What if your population drops? Does the merchant stop functioning? Could/should someone unable to take a town just raze the houses instead? [/quote] I'd assume that they are just empty houses until you can do something with them again. Of course you'd need a way to tell the game which buildings should be "filled" at which priority so you wouldn't have to monitor a city all the time and enable/disable buil
I said 2 years to get the the trolls out of the way for a longer time. Okay, so I'm naive. So what?
With units only carrying limited ammo supplies, bigger quivers would be another useful research item. The Monty Haul Quiver. =P Actually, limited ammo would offer some more choices, too. Blow all your ammo on long range shots while retreating results in you taking minimum damage for the longest time but it's the most inefficient use of ammo. It would become more effective to shield the archers with a blocking unit and fire at mid to short ranges...
Hmm. So like... wait 2 years and pick up the Elemental Compilation on an Impulse Weekend Sale...? Problem solved.
I'm against "facing rules" in such a battle system. That definitely requires that turning takes up movement points (or it would be ludicrous) and so introduces a wholly new level of micromanagement. Also it's the wrong time scale. With units "doing nothing" most of the time it just looks wrong that they would watch patiently while the enemy unit crashes into their flank. And yeah, it's too exploitable, IMO. Purely <a href="https://forums.elementalgame.com/396702/page/1/#
Maybe you could enter such a dungeon with any kind of units - except that the unit would be temporarily reduced to a max troop size of 4. And maybe you could only have a limited number of units as well, maybe 6 instead of 12... That would allow "challenge dungeons" while eliminating the micromanagement of maintaining separate dungeon and battle armies that would be useless for the other purpose. And "normal" units could level up in dungeons even though not all of th
[quote]Regarding v1.1, we're just referring to them as population requirements. Example, a Merchant will use up 5 of your population (the people don't go away, they're just working at the shop).[/quote] Population assignment would be less ambiguous and imply that those 5 population can not "meet the requirement" for multiple shops but are instead assigned to a particular shop.
Some kind of differenciation for troop type (and size) is definitely needed. It's just that opinions differ wildly on how this should be done. Link , Link .
Well, when the bowmen went in with the knives the cavalry was routed already. And it was "cavalry on foot". If that had been an equally armored infantry unit, that might still have been suicide. And they surely did use bows instead of knives against any knights that would still put up a fight. =P Translating that into tactical battle rules is not as straightforward as it sounds. Sure you can do Earth to Mud or something like that but modeling the effects on he
Eh? I think you jumbled that context a little. It was referring to knights being completely unable to get up after they had fallen down. While military history is indeed full of dumb mistakes (like the charge of the light brigade), the mid to late medieval plate was the result of hundreds of years of refinement and not some random experiment.
Hmm, yeah. An army "filter". The dungeon fast checkin lane for "4 soldiers or less". =P
Now you're assuming that the way you want to play is the only way that can be fun and all other ways must be modified first. =P [quote who="Satrhan" reply="401" id="2795956"]5. Training times for groups of units will have far less penalty. In essence, we will encourage larger sized armies to move towards more epic battles as well as reward those who have more developed, large cities (i.e. able to supply more citizens for training). Underlined for your conveni
Testing thumbnails and IMG tags... http://www.imagebanana.com/img/y1rpm9c1/Screen5.jpg [URL=http://www.imagebanana.com/view/y1rpm9c1/Screen5.jpg][IMG]http://img3.imagebanana.com/img/y1rpm9c1/thumb/S
[quote who="Frogboy" reply="108" id="2795870"]It's not like it's hard to come up with really cool magical spells. Heck, I have the MOM manual here to crib from.[/quote] I'm curious about the intended degree of modability. I don't expect you or even SD as a whole to come up with the perfect and all-encompassing list of spells. I have my own list already and those are mostly the non -obvious ones tha
[quote who="larienna" reply="5" id="2796517"]Is there still a lot of people that cannot see the pictures? [/quote] I cannot and the problem isn't on my end. The server apparently does not allow direct linking of resources. You could try a different host, such as www.imagebanana.com It's not picky about direct linking. You can use something like... http://www.imagebanana.com/img/nfsx3wpv/WOM_Movement_1.jpg
Known bug. Only the army leader can cast Teleport.
[quote]Version 1.1, however is almost purely new features and game play changes. Briefly, here are the general changes:[/quote] The problem with that would be... what are we going to complain about after 1.1? Insufficient addiction warnings, I suppose. [quote]I'd love to share those details but my PR minder would have me killed. Poor Steph, she's been a real hero these past few months. Imagine your job being keeping me out of trouble?[/quote] Hah! It's b