...even if some claim it be daft, going to build my castle in a swamp. Just to show them...
dctrjons
There are things lurking in the world of Elemental that are just breathtakingly powerful and rare. And rare, I mean that you may only encounter or hear of one maybe after months of playing the game. We’ll talk about that more later though. Little late but... THIS is exactly what feel was missing from every other games (of HOMM type). You play a random map...you know what items are going to be
Is there a problem with the GC2 system? IE units must sit and wait a period of time for thier upgrade. There's no concern about the actual physical transport. The problem would now be, what determines the upgrade time? Thing to think about AI / game design wise vs. reality: If a blacksmith can make 5 swords in a day and it's going to take a week to get the new swords to the 5 men that need them. Time making them < transport, therefore adding bl
I think I have to say this is impossible. Ok it's possible but just will not work for this game. 1: If you have this limitation then it would seem odd to have the ability you have to have instantaneous feedback of what is going on in the world. A camp on the outskirts of your land is attacked, in the game you will know as soon as it happens, realisticly you wouldn't know till the raiders have moved on or possibly never know. That would be EXTREMELY hard to represent
[quote who="alway" reply="22" id="2174929"] It would SUCK to find out 10hrs into gameplay that you are not going to survive the game because the variables are so overwhelmingly against you the game is in fact impossible. So I assume there would have to be a 'weight' system to these so that +/- can be relatively balanced. Not neccesarily. In fact, a game called 'Dwarf Fortress' actually has a moto of "Losing is fun!" http://dwarffortresswiki.net/index.php/Fun <
[quote who="Cikomyr" reply="20" id="2174799"]To be honest, I think it would be more interesting to see random sampling of new features everytime you create a new game. It will increase re-playability, and also put more incentive toward shuffling your strategy.[/quote] I like this idea...am I understanding it right? Lemme do my version. Each time you start a world there are different variables that determine the 'flavor' of the world. AND possibly the pl