Few ideas: I'd like all stats to have a higher base (except attack), initiative and defence to begin with so that early battles are more balanced and items are less likely to cause a kiting problem. Also I'd like bows to have a penalty to tactical move speed rather than initiative (archers should strike first, move slowest). Concerning arrows: if remaining encumberance was related to arrows left...more accurately I would like each arrow used in battle to add 1
Dr Franknfurter
I have intermittent internet access and would love to be able to play the beta... is there any way of downloading the xml data or making a backup that can be used when you can't connect and use the updated version...?
it certainly drills itself into your mind, love the others though http://en.wikiquote.org/wiki/Sid_Meier%27s_Alpha_Centauri worth playing just to hear them Richard Baxton piloted his Recon Rover into a fungal vortex and held off four waves of mind worms, saving an entire colony. We immediately purchased his identity manifests and repackaged him into the Recon Rover Rick character with a multi-tiered med
Loved Alpha Centauri... not sure what made it so perfect. Mindworms/interludes and interaction with the planet were good for immersion but I think the voiceovers for techs were the most memorable feature of the game. Also I used to love aiming for satelites to boost the food, production and energy of every city (up to it's population size)... always had the game won before then it seemed. Special mechanics for each race were nice, I only avoided my 3 favourite races (university, conciousness
I had a large number of MAFs as well (I play on a 4 year old laptop mostly, only ~1Gb ram) I've been able to play games much further although it helps to play on smaller maps... I managed to play a standard erebus continent* marathon game as the dwarvern golem crafting race with 50% of the land area covered by my culture before the first MAF (i'd wiped out 4 races) and I hope from the next changelog that Sephi is working on reducing some of the artwork load to help with MAFs too... St
evolution from WM, although now a separate species entirely. Sephi and the team (greywarden, tesb and others) from wildmana decided that the changes they wanted were too big for a patch, spent a while playing around with new mechanics (primary and secondary improvements... and a few other concepts that didn't all make it in the original form) they ended up with a full system for global spells and everything... I only decided to try it when I saw the screenshot of the magic research screen and
I would like to say that the added victory condition is optional but it is nice to have different goals for each race although they are supposed to be as hard as winning by conquest or culture and I don't think they're fully balanced (or documented) yet. The resources are far less confusing than the early version of the changes... they tried forcing you to only have a couple of improvements, then added huge costs... now cities have clearly visable support levels that increase with the
Have it, play it, love it... suggest others play it too http://www.masterofmana.com/ Were I to start listing what it has I'd start with: Diverse Civs , (even more so) Significant traits (like master of water giving you the power to cast riches of the sea... when you have enough mana income), fully realised and separate faith and mana mechanics , global spells
I agree with the essence talk. I'm saddened by the proposed loss... although I'm sure it will be functional. I just hope this measure is a splint for the broken bones of elemental as it stands... or limps. Perhaps this will encourage design growth along with other 1.1 changes. I'd like many of the ideas proposed in the past return to elemental in future updates, atm it lacks the soul of the concept it began with... all the essence uses are part of that soul.
I agree with the arguments against teleport on most of these points and I wouldn't say you can call any of these arguments pointless. I would say, what do you want teleport for? utility spell, defensive, offensive, for retreating/advancing/reducing movement costs and how can you prevent it being abused easily want peacetime unit relocation? make it have a 1000% penalty to cost when an enemy is within the local territory to prevent using it for ambushes<br
I love this idea, really do (never managed to make a fully working custom camp' in HommV to get my heros to the highest levels) I'm wondering if you could have a special type of custom game for this... ala progression wars in Sword of the stars. If you have benefits for the next game dependent on how you end the last you need to control the turn you select to move on, otherwise you would simply farm exp/gold/techs/units for a bonus. So... Progression wars in Elemental?
How about any of the following: teleport induced vulnerability? (reduced combat capability -50% attack/defence/tactical movement, unable to cast combat magic in moving stack without interrupting, sov counts as being in enemy lands in terms of death penalty) Make a teleport have a charge up time and cooldown? (say instant for short hops, 1 turn for 5+tile jumps, 2 turns for n+. Allow teleport to be interrupted during that time. Prevent movement from target location for a simila
Problems: 1. what happens when I capture a city? maybe the population of the city don't mind a switching of rulers but surely all the mages, royalty, training instructors and governing bodies are scattered or destroyed... so how are the labs still functioning? 2. What about when I found a tiny settlement in the middle of a wasteland? instantly have random students, technicians and teachers flock to your new labs and training instructors magically appear in your baracks? No..
Spellbooks on sov creation : Below is an idea about how to make spellbooks on sov creation have a choice factor (specialist vs generalist), give some real benefit in early and late game and to allow more thought to be put into it. (since I detest the thought of removing it from sov creation and moving it to research) (for the below I just played with numbers assuming you had say 100 points to spend on sov creation mostly on magic) Every x kno
Great work already, I noticed a lava crater in the decals in the tile editor... any way of hooking it up to a fireball? so you create on target/change tile under target to lava crater? Or add a "blasted" effect for a few turns to target and make that a seperate spell that changes the terrain under target or has a persistant particle effect (like smoke?) Atm though I have low framerates in tactical battles and it prevents any actions until the entire animation is complete... so
I think post like this help everyone feel more confident... how about next week different devs post on different days a quick done list/to-do list just so we can see how different areas are going? maybe have jessie explain the fps trick? also hope that "Magic System Numbers" is followed closely by other combat numbers... general to-hit rolls, defence rolls, action points, individuals vs groups, low health and such... I like the MoM mechanics although I look forward to something even b
very, very impressive already... I wonder... if you made an 'undead' ability... then use the magic editor for particle effects to make certain undead troops have special visual differences in tactical combat... like a dark mist around the feet or similar? just a thought +having some rusty or battered armour would look good, love the armoured skellie though so any armour would work
more undead is always good! I assume the robes are required because it doesn't include ribs and things yet? not too much of a problem... Q: do hats/armour ruin/remove the effect? I'd love to have other types of undead with associated traits... ghosts, zombies and things... although I'm not sure if they would require a particle aura effect and 3D modelling skeletons and meshs to work best...add some white mist for ghosts + translucency, yellow haze for plague zombies and missing
I think with the above you could add: Daggers base of 1 damage per swing, (short range weapon) Upgraded - more swings and small % Chance of critical hit functioning as a +2 strength hit for that swing (+bonus % from backstabs) Magical - 2 damage per swing Standard Swords base 1 damage per swing Upgraded - defence bonus and more swings Magical - more swings and +to hit sub-types/styles like Rapier - reduced base damage, increased to hit, piercin
I thought I'd quote the mechanic of MoM from the strategy guide just as a base to start from: Table 20.1 Combat Statistics for Attacking in Normal Melee Total Attack Strength ("Swings") = Number of Figures x Number of Swords The Total Attack Strength is the maximum damage, in hit points that an attacking unit can do in one round of melee combat. This is also the number of "swings" that uni
I don't have a great deal of sympathy for frogboy on this one... he was just as snappy back in july without apology... after a comment that reviews could be hurt by technical problems arising from tactical battles being enabled late, lack of beta involvement in the final tweaking for balance of all the easy to change stats of the final beta and release builds. "The only thing that really frustrates us (and honestly i
Multiplayer Idea: Diplomatic capital used for toggled spell like abilities - e.g. enforced cease-fire = drains your diplomatic capital and prevents additional troops entering your borders - each unit in your territory drains diplomatic capital for it's owner and requires a large inital cost to enter. (while active your capital cannot increase, i.e. if you earn 20 per turn, it costs 10 per turn while active your income is set to -1 maximum) Mis
+ If a monster manages to "conquer" a city it will destroy it (they're monsters afterall) can we have them have several different options after capture depending on nature and strength? I'm thinking for weak units to only raze a single building and give back control/become unowned or reducing the population... while only razing the entire town if they're a high level spawn or have some form of wild barbarian/aggressive trait.
[quote who="Frogboy" reply="9" id="2676155"]Hi Denryu - no, I wasn't directing my comment at you at all. I agree that in the future we'll unlock features sooner rather than later. [/quote] (would that make it me then? being the other inbetween post) If so I am sorry for frustrating anyone with my 'tiny amount of time' comment... to be fair I said that it seems tiny... simply because there's not long for people to have a chance to first play the game a fe
Ditto... I think the reviews of the game will be lower simly due to having to extrapolate to how good the game will be. I can imagine that with a few months of polish and community modding before a 2011 release the game could start with the v1.0 build having built-in community content (other than wandering NPCs) and even some sample total conversions to get people online, downloading and interacting. Plus the balance we expect to have with enough tweaking and any features that enhance the gam