I agree. For testing, things should be cheaper so we can actually afford to build and test everything. I am continually going way negative and then all my troops abandon and it just bogs down. Without any troops there is no choice but to 'go gandalf', I've never had a chance to see what effects a sovereign has sitting in the capitol.
Ragnar1
turning off advanced lighting fixed the issue for me.
I live in Dallas Texas: Record snow fall this year. Feels like the coldest Winter I've experienced in the 9 years I've lived here. I have no data on that one though. Just sayin.
I've had this exact same problem for while now (Beta 1D) on the unit creation screen. Also using nVidia card. All other games look fine.
I'm OK with any of the main suggestions: Organic, city built or with a worker type unit. If we use Organic or city built I would like the ability to choose the path as an additional option. Organic could go between the cities, but allow the ability for the player to control a path for strategic values. I like the idea of multiple road levels, fits in with the housing levels. If we use workers, they need to avoid the problem of being useless l
[quote who="ZehDon" reply="32" id="2538235"]To be honest, if I saw that Box Art in a Store the image would give me ideas of a typical RPG, the way it kind of focuses on the Character and the Dragon with the medieval stylings. That may be the intention, as Elemental does focus on the Sovreign quite a bit, in which case ignore me. Civilisation IV had good box art; it didn't show any characters because that's not where the focus is. The focus was on the buildings; the civilisations. My
I stumbled upon Glenn's Guides on a google search for 'master of magic download'. It gives you step by step instructions and worked great. The solution to the keyboard issue, was to edit the dosbox config file in the windows environment to add autoexec lines with the backslash, so the game automatically loads when you load dosbox. Once your're in the game the lack of a backslash key hasn't been an issue. <a href="http://www.glennsguides.com/2008/03/master-of-magic-pc
Got me so excited to play MoM again, I downloaded DOSbox, but I ran into a problem: My keyboard has a problem where I can't use \ or = in the emulator, which make it impossible to input DOS commands. I had read some info where several other people had this same problem and the solution was to change the keyboard driver, but I couldn't get the driver to change or update. Might try my laptop today.
[quote]One of our major (and I mean MAJOR) gripes with games like Age of Wonders or Heroes of Might & Magic is the spells that end up being used in combat. Fireball; fireball; fireball. Since only one spell per "turn" is usually allowed, everyone ALWAYS picks the most damaging area of effect spell. No matter how many spell types they put in those games, you can be sure you'll get the "Fireball" 95% of the time.[/quote] I prefer Chain Lightning in HoMM. But I still get your p
[quote who="Ptarth" reply="12" id="2519775"]I'm not sure I understand how the gaining spell points which then can be used to buy any spell, is better than a spell tech research tree. Sure, I can see that it would give you a better variety of spell choices. However, I also don't really care for the idea that a player can sit on a huge chunk of undedicated spell points, wait until you attack with a group of magicked units, and then suddenly learn the perfect counter spells for the oc
[quote who="larienna" reply="8" id="2519737"] So what’s the problem with that? Plenty. First, it means that the guy who sits on the shards is going to win the game. It really aggravates our biggest pet peeve in these kinds of games – the game being won in the first 10 minutes and then spending the next 2 hours going through the motions. There are many ways to solve this problem. First can the crystal be captured, like nodes in master of magic. If they can, these cr
[quote who="Wimmetje" reply="8" id="2498712"]Is the sims a strategie game? I thought it was an interior-design/managing a life game. I really dont think the sims even qualifies for strategie. [/quote] I think that's the point of the OP: Its *not* a strategy game.
I actually had the same problem with the 'scout' unit in .262. Thanks for the heads up.
I'm also hoping there is a way to control shards without having to build a city next to each one. The gathering of shards would create more city spam just to cast good spells. Also essence would be spent to gather each shard, with may actually be a good balance, but maybe we can spend say 2 essence to create an outpost that controls the shard vs. 5 and a city.
[quote who="Wintersong" reply="31" id="2478649"] Quoting Ragnar1, reply 28 Don't forget we need to change the name of the game to "Arcane: War of Magic" since there will be no elements to Elemental. I thought about that but the title seemed too long and couldn't think of something shorter and corny (cornier?). The game is called Elemental: War of magic. The last part added as an extra. Elemental. Elements will be there, they
Don't forget we need to change the name of the game to "Arcane: War of Magic" since there will be no elements to Elemental.
[quote who="Denryu" reply="13" id="2476473"]See Frogboy's latest post in the dev journal for some reassuring news. [/quote] Denryu, I think part of the problem here is that I was a little behind in my reading, like I said I don't have so much time to read everything. I have now caught up in reading that entire thread. When I made my post about attributes, I had not read the argument that ensued over the weekend with Brad's clarification posts and your response
I am also much more reassured.
[quote who="Denryu" reply="8" id="2475524"] Quoting Ragnar1, reply 7 I haven't had time to really post much on this subject, but have been thinking this for a while: Damage is damage. Magical or physical. Keep it simple. Just add attributes to the weapon or spell, and allow multiple attributes. This will allow for plenty of different combos and modding. A fire ball does X damage and has the 'fire' attribute, and 'area effect
I haven't had time to really post much on this subject, but have been thinking this for a while: Damage is damage. Magical or physical. Keep it simple. Just add attributes to the weapon or spell, and allow multiple attributes. This will allow for plenty of different combos and modding. A fire ball does X damage and has the 'fire' attribute, and 'area effect (radius 2 squares)' attribute. For 'Fire' attribute: % chance X/2 damage done next round
[quote who="pigeonpigeon" reply="61" id="2434502"] I just now read this whole post. I'm glad to see this last part. Hopefully that will appease Pidgeon's objections. I think this is a pretty good thing to add the the game. I see this as simply a more fleshed out version of the Civ IV draft abilty, but one that everyone has throughout the game. I think your last point is key: the militia units should never be better than a basic professional. So p
I think what's really important here, from a suggestion standpoint, is that we need an early game fast moving (low combat) type unit. I haven't seen anywhere on the tech tree where I can get more movement points anytime soon. It shouldn't be a situation where the map is already explored by your sovereign when scouts are available to design and build. Have the scout kit do somthing like trade Attack value for movement. I would be perfectly happy with an attack 0 / 2 mov
I just now read this whole post. I'm glad to see this last part. Hopefully that will appease Pidgeon's objections. I think this is a pretty good thing to add the the game. I see this as simply a more fleshed out version of the Civ IV draft abilty, but one that everyone has throughout the game. I think your last point is key: the militia units should never be better than a basic professional. So pidgeon can have his 'professional peasant' army by build
[quote who="Demiansky" reply="148" id="2433074"] I really, Really, don't think everyone should get Every tech. This severely limits the usefulness of Tech Trading and other tech related options that could be a big part of diplomacy. Part of the draw of these games is the feeling you get when you're doing good and slaughtering your opponents. This is partly done with Technological Superiority. Well, I agree that every tech shouldn't be gainable through sheer research, but
I really like where the tech mechanics are going. Very good on the OP and the way the 'Grey' techs are working out sounds great. I think that there should be a combination of the % chance to get them free and the ability to select them at a cheaper rate than the current level, by either the lock down rate or a 2 for 1. I also think that there should be a % to get all the greyed techs not just one. I think it will prove in playtesting, but it seems to me once a tec