do you care if there is multiplayer? Yes. I want multiplayer. 2. Would you prefer online multiplayer, play be email or both PBEM, then Hot seat, then Online. Sammual
Sammual
[quote quoting="post"]For Elemental, one of our chief goals is to make a game where the community can keep it going forever and ever. That means automating as much as possible in game from our standpoint. We want people to mod and mod and mod the game. For instance, if someone wanted to make Carcassonne (I think that’s what it’s called) I want people to be able to do that with Elemental. What people don’t understand about Elemental is that it’s re
[quote who="Campaigner" reply="12" id="2092160"] And if the combat isn't micromanageable like in Age of Wonders then it's goodbye and see you in Demigod and StarCraft 2 where I can actually control my units.[/quote] Umm, you can't control most of the units in Demigod. There like shit, they just happen. Sammual
[quote who="kenken244" reply="20" id="2086695"]How would that work with downloadable content? If one person tags something as a "Demon" and another person tags something as a "Daemon", both of which are essentially the same, but one person has a "Destroy Demon" spell, which will not effect the "Daemon" units even though they are just slightly different tags.[/quote] All someone would have to do is add. Demon </Da
[quote who="landisaurus" reply="18" id="2085299"]I don't see how its different from an attribute then. There is no point for a 2nd system, which was the point I was trying to make. it just allows you to check what attributes a unit has by the name of the attribute. You would have an attribute called "undead" or "dragon" and then spells would check for it. I'm down for having simple attributes that help define the creature as belonging to a catigory for
[quote who="landisaurus" reply="13" id="2083894"]I'd expect that once we create an attribute that let it not be effected by the healing spell, the it wouldn't be any different from adding a 'tag'. you just pick it from the list to add to the unit. The problem with 'tags' is what if you want to mix and match. like having an undead animal alien dragonoid with cybernetic enhancements? There would be no way to do it if there is a tag feature. &nbs
[quote who="Jonny5446" reply="1" id="2083608"]Now that may mean extra months, quarters, maybe even years of beta testing and tweaking, but given that they're committed to that I say try to make something that's a spectacular step forward rather than an unremarkable yet solid game. [/quote] I have the opposite view. I want a slight improvement over MoM /AoW to play right now. It will keep me happy for a year or two while they expand the game I am playing into the h
[quote who="Zoomba" reply="8" id="2084350"]Master of Orion 3, hands-down. I spent months and months on those forums. Poured over every screenshot, AAR from beta testers, tidbit from the developers... everything. I even bought the strategy guide well in advance of the game and spent hours reading it. Then the game arrived... and it was a spreadsheet. A spreadsheet with voxels. Oh, and a bug that made Orion unconquerable, period. It
[quote who="ckessel" reply="4" id="2083698"]I keep seeing you and NTJedi starting to go "Whoa, hold on, just make a better clone of game X". I really don't think that's the way to go unless you're actually creating MoM II or Moo V or some such sequel. [/quote] I have mentioned in the past that the game I want most is MoM II. The only two companies I would be happy to see make it would be Stardock or Blizzard. I think this is the first time I have ever even hinted at a
I am a huge MoM fan, a big Stardock fan, a huge Frogboy fan and I love at least 95% of the ideas they have released about what they would like to do with Elemental but I am starting to get worried. <span style="font-size: small; font-family: Times New Roman;
[quote who="NTJedi" reply="4" id="2079183"] Lets not place a brand new untested engine on a brand new airplane without any backup options. I want the game to succeed. [/quote] I am a huge MoM fan, a big Stardock fan, and a huge Frogboy fan. I love at least 95% of the ideas they have released about what they would like to do with Elemental. I am starting to get worried. So many ideas that take a simple TBS game component and make it complex
[quote who="BoogieBac" reply="23" id="2079010"] how much time away from the game do you expect players to be? I'm excited to hear development along this line of thinking, because if games are able to be crazy long (because you're play-by-post/e-mail or something, and so you only get a couple of turns a day) you may not need to super micromanage, to the point where its ok if you miss a turn because your AI manages it for you. Given the nature of TBS ), we're PAINFULLY aw
[quote quoting="post"] Each game of Elemental is meant to be different and customizable in such a way that players can make those worlds theirs. For us, that means having a world that feels organic. As you build things up, things begin to happen automatically. There isn’t a ton of micro management in Elemental by default (though you can really go nuts if you want). Instead, trade happens largely automatically. You see people, caravans, etc. on the roads you build moving
[quote who="pigeonpigeon" reply="4" id="2076756"] The point is valid but the diagrams are not. A sentient humanoid needn't necessarily be human (in Elemental 'sentient humanoid' would describe Fallen just as well as humans). But yes, that was my point - that Dragons could be beasts without losing any of what makes them special; although it looks like the devs have chosen to go another route and make Dragons a separate class entirely. Hopefully there will be other fantastical beings power
[quote who="pigeonpigeon" reply="9" id="2076749"] If there is a distance cost multiplier for anything it would definitely have to scale with map size, for one. [/quote] I agree, it needs to scale with map size. Sammual
Humanoid - \ -- Human / Sentient - Beast - &
I think that MoM went in the right direction with the distance cost multiplier when you Wizard cast spells in combat. If you expand this into a CIV like corruption effect you can make large empires less efficent. It has been shown that this is not enough to change the course of a game that has too large of a ballance of power difference but it allows for a small efficent empire to be more then a speed bump. Sammual
[quote who="pigeonpigeon" reply="11" id="2072080"] That could get complicated fast, though. For example, if there's a spell that only affects undead units, I guess it would affect good and evil undead? And if you want a spell to only affect on or the other, you'd have to add a second limitation. And what about a spell that only affects spiders - would it affect undead spiders, or only living spiders? It could quickly lead to a very unfriendly and confusing mechanic... [/quote]
I would prefer that the first few beta tests used nothing but programmer art. I want 100% of the focus to be on whatever feedback you are looking for. In the Demigod Beta I'm not sure what sort of feedback you are looking for right now. There is so much discussion on ballance but I don't think that is what you want. If in Beta 2.4 you only want feedback on the battle engine set it up so that when we load the game we start off in a battle with two random armies.&n
[quote who="landisaurus" reply="9" id="2009313"]No, you're right PigeonX2. it wasn't frogboy, it was Draginol (who dispite not being labeled 'stardock' I'm pretty sure works there. He obviously has the inside info if you look at his other posts throughout stardock forums.) [/quote] Frogboy / Brad / Draginol are the same person, yet another sign of the power of the frog! Sammual All hail the frog! [e digicons]:frogboy:[/e]
I would love to see caster units other then the players and heroes but the game world (Lore) does not seem to support this. I like options, cheap 'firepower' squads of Combat Mages that are just overpowered archers, Priests that can Heal and Bless, Magi that have a small spellbook (Expensive and fragile mini-Heroes) would all be nice. If I can lower the cost of the Magi by giving them only 2 spells each and having each one have a single task and then Nuking then I might rather t
FTC + DRM + Industry 'Experts' from the big publishing houses - Frogboy = Bad FTC + DRM + Industry 'Experts' from the big publishing houses + Frogboy = Better but FTC and DRM in the same sentence makes me cry. Sammual All hail the frog! [e digicons]:frogboy:[/e]
[quote who="wulfn1" reply="18" id="1978271"]I have a suggestion for the competition. When you get to a page with a clue, instead of getting rid of the dog when there's a winner, how bout putting a new message there, stating the game is won instead of having to constantly go backto the stardog webpage to see? It gets tiresome hunting for clues that have disapeared. [/quote] Not only that but on my PC if I go back to the main page I have to start over and go through all
[quote who="Frogboy" reply="1" id="1975662"] We like eye candy. [/quote] Everyone likes eyecandy. I am a big fan of dynamic, procedural, physics based animation. Take a look at http://www.naturalmotion.com/euphoria.htm for the best useable example I have seen. The problem is scope and scaling. Unless this is a core feature that will replace the standard animations everywhere I can't see it being worth the cost in terms of programming
[quote quoting="post"] In Elemental there is no such thing as a knight or a wizard or an archer. Instead, players design their own units. If you wanted to call a unit a knight, you might take a man, equip him with some armor, give him a helmet, arm him with a sword, and pair him up with a horse.[/quote] I like this method of unit construction. [quote quoting="post"] The armor, helmets, swords, etc. are things you manufacture and thus have some control o