Just a couple of oddities. You have nominated Heroes 4 but not Heroes 5. Heroes 4 was considered a bad game by most people while I think Heroes 5 got a decent reception overall. I certainly enjoyed it myself. This is debateable but I personally feel Neverwinter Nights 2 also should get a nomination. Other than the clucky interface I thought it was better than Neverwinter Nights 1. Seems to be a big divide on this game for some reason, lots like it but a lot
edpfister
[quote]Quoting edpfister, reply 2 Also like the idea of reach but that might be too many numbers for weapons in this game. I really don't understand that concept of "too many numbers" or "too many variables" for weapons or units and such. [/quote] Well I was agreeing this is good. It's just that from what I've seen I don't think that this is the way the game is headed. I love lots of numbers myself and if done right it can help make things
[quote]Not a very complicated system, which is why I advocate the addition of damage types. It would still be based on numerical scores yes but it would add some variety and a method to distinguish weapons from each other.[/quote] Well Brad basically already said no to damage types for weapons. I just hope weapons aren't meaningless in the game. Historically weapons had advantages and disadvantages and I'd at least like to see pikes give advantages versus cavalry, axes be
[quote]Seven Kingdoms Ancient Adversaries had an awsome espionage system as well.[/quote] I'm not familiar with that game, can you give a few details on how it works? I hope Elemental will have an espionage system of some sort other than from units releaving fog of war.
I am glad to hear you have a developed back story and will have a campaign mode. I am not going to comment on the story itself but on how it's conveyed to the player and the campaign. In my opinion it doesn't matter how good the story is unless the player cares about and it is presented in a good way. Games of this sort haven't been very good in the past at conveying a story to the player. They are usually designed for the sandbox game and trying to add a story mode on
Have to agree with the poster and say Supreme Commander is my favorite RTS game. The reason for me is that because of the scale and interface I felt like I could actually formulate real stragtegies. I was raised on turn-based games so the strategy is what I'm looking for. All the other good ones that I played (Starcraft, Warhammer, Company of Heroes, etc) made me feel like I was in a race and was forced to throw my units around. Also most RTS's keep you so close to the
For me it has to be Balder's Gate 2. Best combination of story, tactics, atmosphere, etc in my opinion. Surprised I am not seeing this one more as peoples favorites. Other favorites in no particular order would be Ultima 3 and 4 (never played 5 or 6), SSI Gold Box games, Wizardry 6 (went to scifi-ish after that), Morrowind, Wizard's Crown, Bard's Tale 1 and Vampire The Masquerade - Bloodlines. Although there were a lot of other good ones posted they just never st
I think force marching would be a very good idea. There are many examples in real life where force marching was used and had a huge impact. I have always wondered by most PC games like Civilization didn't have this actually. You just need to add negitive effects that are ongoing to prevent abuse. I used to play a PBM game in the past that had this. Armies had morale and you can force march but the morale of the troops went down. Morale c
Definitely a big improvement over the previous version. Looking forward to trying it out.
[quote]Quoting Silicor, reply 7 I agree, but I would insure that their is a fair distribution of ultra rare resources. Not that everyone has the same resources, but that everyone has a relatively equal amount of ultra rares in their area. Just to make the playing field even. It would be good if they had a prospecting skill so you could find out what is available in your area and could tailor your technologies to luck of the draw. Disagree, that wou
Well I don't have the "answer" on exactly how research should work but I do have some things I would like to see. 1) Some randomness, but don't go crazy with it. Also the randomness should be smart. Some techs are more valuable then others and you don't want pure luck to give potential great advantages/disadvantages to players. What I would suggest is giving each tech a value and determining at the start of the game which random techs a player gets (but don't tell th
The game was running fine and then simply froze. I was trying to build some mansions in my already established 2nd city (of 3 total). I had built 3 mansions I believe and the freeze happened while trying to place the 4th. I believe I had selected it (had to reselect as it is defaulting to inn after each build) and was moving my mouse/clicking when the freeze occurred. I could not do anything in the game but the music was still playing normally. Was able to o
[quote]Master of Magic had elemental damage types but they weren't emphasized. There were a few different types of immunities but nothing like Dungeons and Dragons (+1 soak 5 bash damage, +5 soak 20 slashing damage, 5/- acid resistance, 10/- divine resistance etc). Personally, I prefer a very limited set of elements/immunities as overuse of them tends to eliminate huge swaths of strategic options.[/quote] I think a system like MOM would be fine for this game also. Cre
[quote]* 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] There have been a lot of ideas thrown out there regarding roads but I personally would like to have some say into where roads are built. There are many ways to get a road from one point to another and there will often be a reason to favor one route over an
Did you bring up this topic because Elemental is going to use "Continuous turn based" in tactical battles? I don't mind these as options but I hope they have standard turn based as well. If this was mentioned in the past I have forgotten. If this is in I would opt for the second but would like it to work like Baldur's gate. Game should stop immediately, not finish up the current turn. Without pause I feel rushed and that's not something I want from a deep strat
[quote]Quoting twifightDG, reply 137 Aestetics of the male elven mage were definititily the best for me. Did anyone else find the # of background stories to be lacking? Or was that just a limitation of the stand-alone char creator? I did find them extremely lacking, yeah. Especially with the mage origin being shared between elves & humans, meaning (to me) that the humans only really have one origin. Again, I wish that the Human Commoner origin would've made it in, an
Oh, a couple of indie/small developer games I enjoyed also. They are more puzzle games than stategy games which seems to be your favorite so not sure if they will appeal to you though. Defense Grid: The Awakening - a very well done tower defense game Plants vs. Zombie - I guess a tower defense game also but feels quite different than Defense. Has lots of personality and special levels that play differently. Looks stupid but had me hooked for a long time.
Some older games you may want to give a shot. Age of Wonders and sequels - most similar to MOM. Good games overall but not as good as MOM. Disciples and sequels - pretty fun game in the vain of Heroes of Might and Magic. Tacticals battles are handled differently in that you only have a few guys that level up instead of armies. Alpha Centauri - made by Sid Mieir I believe or at least some of the same people that worked on the Civilization games. Basica
This was reported on the first release so I keep expecting it to get fixed but it is still an issue with this latest release for me. I am completely unable to scroll to the left with the mouse (if camera is pointing north) and can only scroll down when the mouse is near the center. In addition the camera will occassionally move slightly when the mouse is not near any boarder. This is just very annoying as I have to fight it every single turn and it seems like it should be an
[quote]First time trying to launch the game after the update. I saw the initial splash screen for a moment and then it crashed[/quote] I froze when it was trying to create the world on my first play after the update. 2nd ran for a while but later froze (maybe 3-4 turns in). Had to go to work so I didn't get test anymore.
[quote who="Climber" reply="81" id="2416303"]How you would like Tactical Combat (TC) to work - Make TC easy to understand, hard to master - All TC should be finished in 12 turns, keep it somewhat short - Keep the total number of stats minimal; I suggest only ATT, DEF, HP, DAM, SPEED, MOVE, Weapon Reach, Cover%, Luck%, (and maybe Morale) - Allow dozens of effects that modify the stats menti
Here are a few of my random thoughts on the topics you brought up. Damage Types: Definitely need some sort of magic resist type of stat at the very minimum. Distinguishing different element types would be a better route in my opinion though. As for different physical resistance/damage that may be a bit much for the basic game. I personally would like to see this but it's probably best to leave this for the modders especially since you don't like the idea much.&n
[quote who="Equisilus" reply="6" id="2322118"]DA:O has probably the widest margin of must-buyness to excitement in the history of all my gaming. In other words, I've had this on my radar forever and have been involved with BioWare since at least BG but I've never been so unexcited about a Bio release. At any given time when they give out new info they seem to cancel it out by wacky marketing. Doesn't matter, as it's been a will-have since before it was announced, but they sure know how to unh
[quote]Ever handled a rifle? Does training on it prepare you to TC a tank? Having done both I assure you it doesn't. Soldiers need training on the weapons and tactics they are going to use, not just generic "training" on being a soldier.[/quote] He could just change the order to fix this. Recruit, equip then train.
Yeah, it's not that different. It has merit but I'm worried it could up the micromanagement up quite a bit. Instead of having only one recruit order you are dividing into several pieces. First recruit, then train, then finally equip. Not too bad but if we are recuiting from 10 cities across our empire it could get unwieldy perhaps. Still it adds some realism which is a good thing. For me it's a bit too early to know if I like the current system or not as it