Tactical combat ... from what I've seen.. it needs some serious improvement to make it really enjoyable, and to have some "Tactical" depth and interest. To do that, Tactical combat needs to function in a way that's easy to understand but also provides further depth, and genuine fun. Step 1. Every unit should have two basic types of actions. Move action . The distance a unit can move is based upon their movement spee
Gorstagg
Rock on and have a good night. I'll have videos of the game up tomorrow sometime after I get home and update. Looking forward to show casing everything and so are all the folks who've been watching up to date!
[quote who="Takeitsy" reply="21" id="2684586"]Five minutes for the countdown of the "within the next hour"...[/quote] Hehe.. I'm working on creating some macro's for a player in my weekly D&D (4th Edition) game. As I use RPTools and their modified Xml to run the macros. So my players can just press a button and get me the information quickly and have all the key information presented, in an easy to read format. Shaves time off of people trying to guess what happens,
[quote who="Raven X" reply="111" id="2684482"] Quoting Frogboy, reply 106When we finish, we're going to bed. Nope, I don't believe it J/K Seriously, even I'm starting to feel sorry for the poor Team. Send em home you evil slave driver, we can wait till tomorrow [/quote] Gods of war I call you, my sword is by my side, I seek a life free from all false pride. I will crack the whip, with a bold mighty hail, cover them with death if they should ever
[quote who="Sethfc" reply="11" id="2684023"]I like both ideas but particularly the city idea. Although it may be to late to implement Hopefully frogboy notices and decides to put it in. Edit. Thank you for contributing with such ideas though even if they don't make it its good to see someone trying. *Not saying that others don't try mearly complementing this individual for doing so.*[/quote] Tha
Of all the smiley's the borg and the cylon are cool.. [e digicons]:cylon:[/e] The other ones.. like the normal smiley, just I find and I'm sure it's pretty much only me.. but I find them a bit over done.. the smile is just a bit to big, the eyes a bit to round.. and instead of the *Smile* that I would think.. it almost always rubs me the wrong way.. so I deliberately pretend to not notice them. And pay attention to their intent. And it's funny other smiley faces don't bo
He is there to assimilate you..
[quote who="JRLucard" reply="89" id="2684352"]Ok I know I'm being an impatient jerk but I do wish they'd come and tell us if it's coming or not already[/quote] I don't. Nothing personal. They should do what they need to, and not worry about us in this case in all honesty. Were not important to the distribution or need to be made aware of it. Simply because it's not critical to get it out to us and let us know. Would it be nice? Sure.. So would hearing from Brad on my ide
And in regards to spells having levels.. a thought crossed my mind. Magic items need to be interesting as well. What if when a weapon is found that has a chance to have a special ability that it proc's. As well as if they are made, from enchantment factories? Hmmm... I think that would also make the magic feel exceptional as well. (Think of the diversity of say something like the items out of the Diablo series. And so on.) That could really provide some interesting alt
[quote who="KillzEmAllGod" reply="4" id="2683176"]for spells should just take all the ones in 3.5 not 4.[/quote] I would disagree, but that's based upon the swift mechanics of 4th, where powers did something, like damage, and have rider effects, that perform some other aspect, like moving the enemy, controlling their mind, making them more susceptible to damage, making them resistant to damage.. and so on. And they've got over 6,000 powers to choose from in 4th that all use that
[quote who="Marks1381" reply="1" id="2683165"]snip... I also really like your Spell ideas but what will INT do if spells have levels? maybe Int will just do the base dmg increase?[/quote] Intelligence would add a percentage bonus to the spell damage. In my guesstimate. Or some variable, either static or just a modifier ... I guess that would be best figured out with balancing of the overall numbers.
Hello all, So I've been doing some thinking, regarding cities and spells. As in the cases we've experienced in beta, neither was really satisfying. Which makes sense, it was a mechanical beta, not a full playtest version. There were opportunities to playtest, but were extremely limited. And that's great for what it was. Now, I know some have heard me talk about satellite communities growing up around cities. And I truly stand by this idea. But I think it applies even more so n
[quote quoting="post"] Here’s a video preview of Beta 3B. [/quote] That stuff all looks like a ton of fun!
[quote who="Frogboy" reply="8" id="2682013"]All the ones in the official list at least. But I think we need twice that many.[/quote] I'm guessing this was in regards to spells. Yes, you will Need a LOT of different spells. An example of spells/powers that may be inspiring is 4th edition powers, for all 26 classes. Each power in a sense functions as a spell, in that it's an attack of some kind or some variation on it. And there are thousands and thousands o
[quote who="KillzEmAllGod" reply="1" id="2681708"]were you not warned about what happens to people that play the beta?[/quote] The first rule of beta testing Stardock games is... You don't talk about the beta-testing. The second rule of beta testing Stardock games is ... YOU DO NOT Talk about BETA-TESTING. ... enjoy the soap ...
[quote quoting="post"] Beta 3-B should really be called Beta 4 I hate to say it. It’s the most significant set of changes to the game rules since Beta 1. Your suggestions do get recorded and looked at. It doesn’t necessarily get implemented immediately but they do get looked at and if we like them, we’re not afraid of radical changes as Beta 3B will make clear. There will be riots I’m sure but it’s so much more fun. Working at Stardock is
[quote who="Frogboy" reply="5" id="2680718"]I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less.[/quote] Well as you had hinted at, in the past. Create a place for people to come to eat, and then once they are there, give them the option to join the franchise as it were. In this case.. you've created an incredibly robust game engine, and will be presenting those efforts in the form of Elemental
[quote who="Frogboy" reply="8" id="2680687"]yea, you'd need to summon a boat and then cast an e3nchantment on it that allows it to ignore blocked tiles and then it could fly. WE, however, won't be doing that. What you guys do on your machines though is none of our business. [/quote] I forsee, that one day, when the community develops, you'll see the value of these different ideas on other people's machines. And when a mod becomes super famous almost so much s
[quote who="Frogboy" reply="34" id="2679419"] Quoting Belwolvie, reply 32I can really see the potential for creating remakes of Ultima IV or V with the elemental engine, the tactical battle system would work wonderfully with this. I look forward to having a go at something like this during Beta 4. If you've ever played Ultima IV then you've played Elemental tactical battles in essence. Though you can also watch this: http://
[quote who="Frogboy" reply="19" id="2679028"]The core issue that I think all these games have in common to various degrees is giving players the ability to conjure up their own resources from thin air. As soon as you do that, you are basically making the game about cranking out the most cities/colonies/outposts/whatever. And ultimately, this is the problem Elemental has been suffering.[/quote] Yeah Brad, I can say in my recent playtests (with video
[quote who="Star Adder" reply="5" id="2678840"]I know you're trying to be helpful and all, BUT: 1) Network cable could be bad to your PC. Yeah, right! I've been all across the galaxy, and I've seen a lot of weird shit. And I also know that users sometimes do funny things. But a network cable doing bad things to your rig?! Puhleeeze..! As if it's wired it with an unshielded cable that goes right through the middle of an mrt tube.
Good morning everyone, Well after working on some stuff I got another 38 minutes of video footage up. Ky'Riss parts 12, 13, 14, & 15. These include some battles with wandering tough monsters.. and were a lot of fun. (As always if you don't see the videos in 1080p HD, give them some time and check back and they'll be updated once Youtube has finished processing them.) <a href="http://gorstagg.wordpress.com/2010/07/12/it-is-always-the-darkest-before
Morning/Afternoon/Evening, Hey all, I've got another 30 minutes of footage up tonight. Ky'Riss parts 9, 10 & 11. And will be filming some new videos showing how powerful some of the higher level dangerous monsters can become. So as usual drop on by! Enjoy, grab some popcorn have fun! http://gorstagg.wordpress.com/
[quote quoting="post"] Snip... Let me outline some of the crucial things you guys have helped us consider and re-evaluate: Pacing Pacing Pacing. This is always a tough thing but it just takes too long to do cool stuff. We’re going to eliminate the requirement to build a special building in order to train units. This was a holdover from Galactic Civilizations (it required a shipyard) and Sins of a Solar Empire (shipyard) that really has no pu