Hang 'em high. [video]http://www.youtube.com/watch?v=lKITYu7z-AY[/video]
LNQ
Inspired by the new dev journal, a spell idea came to my mind. Since traits are randomly chosen, a high-level spell could allow a re-roll of the traits for a single champion. For balance, maybe the spell would subtract one level from the target as well.
Cruxador, look at the screenshot. Quick gives +3 dex and +1 iniative. That's a good example.
Hopefully they can, but Derek was talking about a dragon on turn 10, not a 10 turn dragon.
To get things done and play games, I need a Win7. To read mails, watch videos and surf online, I use a MacBook Pro.
I thought about the name criminals too, but it really depends a lot on what kind of effects the non-worker non-farmer citizens cause and what kind of effects buildings have on them. Atmosphere-wise it would be cool to have this sort of an "underworld" in your kingdom that grows depending on how much you alienate your citizens from the government. Then with certain choices in your kingdom you could actually use the underworld to gain more power. Work both sides of the aisle, so to spea
I admit that there's so much more into this aspect that simplifying it into a discussion about what number of queues is best is kind of pointless. Both options are doable - multiple training/building queues or one combined. It doesn't matter which one is in place, as long as the one in place is utilized properly and the gameplay is built around it. Civs work wonderfully with one build queue, and GalCivs work great with two. I just tend to prefer having multiple queues in general, but
I agree with the idea of a separate training queue. At least in theory I would like a system most where you had a building queue with flexible build time based on population, and a training queue with *fixed* build time, based on what kind of unit you build (and possibly time bonuses from city improvements). To balance this so that you can have similar output levels regardless of number of cities, I would agree with Larienna's idea about being able to upgrade a city to have multip
A lot of new info. Perhaps we're getting close to the beta.
I like the stamp system, too. How do you make sure stamps don't get mixed in absurd ways, such as having a stamp with green fields surrounded by desolate wasteland? EDIT: By the way, from the kingdom founding shot: "the legions who will flock to you in the days and weeks to come". Days and weeks? I thought Rome wasn't built in a day. Wouldn't "ages" be a bit more appropriate?
I agree, FE seems quite far ahead of those two titles. But we'll see. Heroes VI on the other hand seems to be getting a positive buzz in the HoMM community. But it doesn't really compete in the same category as FE.
Where does he find the time? That man sure gets around.
Just for clarification, by 'before' I mean in the past couple of years. Not since inception.
Has Brad been involved in the non-gaming part of Stardock before? I thought he has other guys running the application side altogether, while his own focus is on running the whole company & dabbling in games. His personal passion is games, after all. Though I guess Impulse might've stripped a lot of resources from the apps side of Stardock. I hope the apps side has gotten resources back after the sale.
It would be unbelievable if there is no path display in FE. I would laugh, at first.
Sounds like things are starting to look up. I get the feeling that the community here seems to be ready to give Elemental another chance. You don't hear the sour voices that often anymore. I hope that gives you some peace of mind. All the best, man.
As I said, it's not a AAA title. Making good looking humans demands a lot resources. Especially if you want to have customization in. Making space ships look good is much easier, like in GalCiv. Sure I wish the units looked better, but they don't seem that ugly to me. As for the rest of the art, the world looks good in the latest dev journal, and the spell icons that I've seen are very good looking. Spell effects are pretty good too.
Oh you rascals.
Sethai, rolling multiple dice produces bell curves. Only rolling a single die doesn't form a bell curve distribution. It's just a matter of semantics whether you call it rolling dies or using a bell curve.
I like the civilization system where the End Turn button is a Next Unit button until you have spent all action points or ordered units to stand still.
Or the spells being directed globally from the capital, inside some strategic magical headquarters. They are able to view the world through the eyes of any unit serving the kingdom, and use that to aim the spells. You could call it a spell relay center.
I really don't feel like hexes / squares is that big of a deal. And I kind of agree that hexes always give a more hardcore vibe to any game. Whenever I see a board game with hexes I immediately get the feeling that this is ultra strategic with the expense of approachability. I don't mind that, but I don't mind squares either. And I used to like being able to move with a numpad. Nowdays I only have laptops so I don't have a numpad to use, but back in the days it was bet
What's wrong with the art? The maps seem pretty good looking to me. Sure the champions could always have better facial features and better animation, but this is not an AAA game. There's no way a TBS like Elemental will ever get graphics like RTS, FPS or action games.
Magog, you can notice the influence borders in the minimap in the last UI picture in the journal. I hope the range of sight is small enough for most units so that it's not trivial to be able to explore everything around you, and that spells / buildings that reveal fog of war or units with a big sight range actually mean something.
This looks fantastic. It feels like everything is turning out perfectly - I'm glad Brad & Company went through all the trouble of making the engine and a not-so-successful game before you got your hands on Elemental. This way you were able to focus on the game itself from the start. I think it's paying off nicely. Here's some stuff I love from the screenshots that you didn't mention: Map tiles seem to be much smaller compared to unit size. Gives a ti