Sammual

Sammual

Joined Member # 1530707
20 Posts 315 Replies 14,729 Reputation

[quote who="NorsemanViking" reply="11" id="1934935"] Quoting lamperti, reply 6 It sounds like it may be too late to ask for this, but I really prefer strictly turn based tactical battles. As someone mentioned above, I don't want to be spending my time thinking about whether or not I need to hit the pause button. The system that MOM had worked very well for me. I would really appreciate it if it was an option, at least, to make the battles strictly

34 Replies 85,795 Views

[quote who="FarAway Galciv" reply="10" id="1932806"]Yeah, in MoM, there were varying levels of "badness", with some variability, so you had an idea what you were getting into. One dynamic that was always a bit problematic to solve, whether in MoMor Warlords or Age of Wonderswas how you explored a spot like that without potentially losing your whole army. MoM spawned the "obligatory sacrificial militia" tactic to figure out what was in there, but that always seemed kind of lam

15 Replies 12,623 Views

Xthetenth - I like the idea of the mission progressing in terms of resources. If you took this a step further and made access to the resource a requirement for researching the tech needed to use it you would not have to artificialy limit the players research. Sammual

7 Replies 10,908 Views

[quote who="McCracken76" reply="24" id="1933620"] Quoting Frogboy, reply 16 I don't want to give too much away but consider this: Remember how if you want knights you need horses. Horses are a resource in the game that you have to harvest. They have to be more than just in yor territory, your town has to build out and put a stable on the horse resource. That gives your civilization access to horses. There are other animals in the world o

38 Replies 21,717 Views

I hope that a lot of items like this are not hard coded but determined by script so modders can go nuts with it. My wish would be a hard coded game framework (Network, Graphics, Sound engine), that runs a scripting lang that does everything else. Sammual

12 Replies 12,907 Views

[quote who="McCracken76" reply="14" id="1933604"]I agree with Gorgon about too much detail. After all, there's a reason why the 'rock-paper-scissors' mechanic has been a staple of most strategy games for decades; it's simple. Players can understand that polearms are more effective against calvary than they would be in close quarters combat against infantry. Don't get me wrong, I love all this discussion about very precise, realistic combat models that would take into account all th

131 Replies 438,752 Views

I'm game. "The media often requests we point them to some gamers" - I can imagine the sick feeling in the pit of your stomach when you think of random gamer's quotes getting attributed to Stardock. Sammual

25 Replies 13,428 Views

Cost vs return. What weapon / armour system offers the best return (Most useable and understandable) for the least cost (Programming and balanceing time). This is a game about Magic, who care about realism. It just has to be fun. Options are good but too many options that the average user can't differenciate between is bad. Sammual

131 Replies 438,752 Views

[quote who="Spartan" reply="11" id="1932974"] Quoting Sammual, reply 10 I'm with you. I'm sure there will be a minor civ system and I hope it will be a challange, limited only in that it can't win the game. Sammual Why limit it? It should have a chance to win and become a major power especially if the major powers start to die off. It would be neat for it morph into a major power especially if you have

38 Replies 21,717 Views

[quote who="hiddenranbir" reply="4" id="1933028"] I think the whole pierce, crush and slash thing is unnecessary. A swordsman isn't just going to try and slash his enemy in a fight. He might go for stabs, he might kick them. Hit them with the hilt of his sword. A spearman won't just be trying to pierce with his spear all the time. He might swing it and thunk enemy too. [/quote] The fighter is the deadly part, not the weapon. [quote who="hiddenranbir" reply="4" id="19

131 Replies 438,752 Views

If I wasn't already interested in this kind of stuff this would be a TLDR. I think you are getting WAY too detailed to start with. If you just start with; ----------------------- Physical Damage Types; Crush (Example - Hammer) Slow Cut (Example - Axe) Very Slow Pierce (Example - Spear) Speed Depends on weapon length Slash (Example - Scimatar) Fast Armour Type Effectivness (None / Poor / Average / Good

131 Replies 438,752 Views

[quote who="Spartan" reply="8" id="1932651"]I fully expect for there to be an active neutral/minor civ system in this title given all the work that went into doing such in GC2. Moreover it is simply a solid game enhancing element. A strong environmental AI system always rocks. I only hope that such minicivs have a historical memory, goals and objectives, as well as alliance and affinity systems built into them; nothing wose then braindead neutral sitting there like sheep.[/quote] <

38 Replies 21,717 Views

[quote who="Spartan" reply="5" id="1932634"]I really like the SMAC research system personally. To me it added much to the games replay value.[/quote] + to replay value = win. Sammual

103 Replies 446,342 Views

[quote who="MatBerryman2" reply="1" id="1932493"] Randomising the spell book was one of the best features of MoM it meant no matter what, you were never quiet sure which spells you were going to get. And forced you to change your stragey regularly. Which is always a good thing.[/quote] QFT As I've said in other threads I am all for this. Remove the 'Rote' vote for random! Sammual

18 Replies 11,859 Views

Hey all, I would LOVE a dev post tracker function. A search that returned all Stardoc employee posts and replies ordered by date. Thanks, Sammual

4 Replies 3,687 Views

[quote who="Zamul" reply="15" id="1931549"] Quoting Frogboy, reply 14 do the arms have to be shipped from across the world? So I suppose the distance these caravans have to travel play a role in the manufacturing speed?[/quote] The unit can't be built until everything that is needed is in the town. so indirectly yes. I am going to have so much fun raiding caravans. Sammual P.S. Brad, if I raid the caravan containing magic swords for my oppo

148 Replies 496,998 Views

[quote who="vieuxchat" reply="12" id="1931452"]It would add the randomness you want and the controlability (does this word exist?) I want [/quote] Ahh, but it wouldn't add to the Randomness I want. I want to make the game as replayable as possible. Giving the player a different set of tools to play with each game makes each game different as they have to make different decisions each game. The research method you suggested would allow a player to get exactly wh

114 Replies 310,154 Views

[quote who="vieuxchat" reply="10" id="1930865"] Isn't it too large? Only the very basic ones (for garrison) should be buildable. The more advanced ones (but not the very special ones) should need something (spell? avatar trait? diplomacy? bribing?) else to be buildable. The special ones just can't.[/quote] After reading today's journal post this just become obsolete. The units are always 'designed' by the player from techs and resources they have. Sammual

16 Replies 13,414 Views

[quote who="vieuxchat" reply="10" id="1930871"]It seems my MoM memories are a bit ... too old Anyway it's still burden that isn't needed. A researcher should always (even with few books) know what they need to research. Number of books would limit the max level spell that is researchable. What do you think about my idea of searching genral branch and the result is random? You would have to ask "I want a level 2 spell of summoning" And the spell would be random with weig

114 Replies 310,154 Views

I don't think we have enough info on how the 'continuous turns' in combat work. Personally I think the best option would be to have them work a lot like HoMM V except where in HoMM V you have to give each unit it's order when it is up you give each unit a goal at the start of combat and can change goals by pausing and giving new orders. (By goals I am thinking about assigning a target and a prefered attack method) Sammual

34 Replies 85,795 Views

Dominions has map locations that give bonus to spells cast from that location. I think it works very well. It would work even better in a game where you could NOT build a city or fortifacation on that location. It would make it a harder choice to decided if you want to risk your avatar or spell casting hero by putting him on that spot to get the bonus. I'm not a fan of locations that; allow the casting of a spell not castable anywhere else <

5 Replies 8,515 Views