red1939

red1939

Joined Member # 2390762
14 Posts 179 Replies 9,500 Reputation
Reply to Lore cards in War of Magic

Great idea! I also 'ditto' Doopliss's idea - it would be great that if a hero walks onto a tile, where there have been a great fight, on the screen the lore card be visible. It would look more or less like that: [ DEFAULT PICTURE FOR SMALL/MEDIUM/BIG BATTLE ] [When] [Who vs. who] [Rough size of the armies] [Winning side] Of course, the same thing could be done for doing some heroic quests (killing dragon, etc.). It would also be nice

5 Replies 5,114 Views

I know it has been discussed several times already, but I like family-tree solution. Make your family strong, so that one day one of their members will be able to replace the old sovereign. However, you can't keep all members safely locked in guarded cities, as they have to gain experience in order to grow. At first I wanted SD=GO, but an ability for family members to take over the legacy makes the family-tree interesting. Without it, I found the whole family-tree idea really poorly prototype

3 Replies 6,282 Views

Call me a party pooper, but I really don't want any special types of government in the game. Sure, it's an additional layer of complexity, but more complexity isn't always the best. In all seriousness I haven't been ever excited about governments. I am even less interested in them in Elemental, to such degree that I wouldn't like them implemented. Why? I would like Elemental to be more 'magical' and less real-life than it is now. Basing on the current beta and the developer plans, thi

19 Replies 14,080 Views

I am no expert but afaik 64-bit programs' advantage is not only the the bigger memory pool that can be addressed. First, you have an access to bigger variable sizes, thus allowing you to build a program with more precise floating-point variables, or bigger integers. There are some classes of problems that are hard to solve when you deal with 32-bit variables, as 64-bits give you more "breathing space". Second, well written x64 programs are more efficient (i.e., faster), as you can push more d

42 Replies 36,983 Views

[quote who="Ron Lugge" reply="17" id="2475212"] If you played more, you'd realize that's really false.[/quote] I played a lot, don't you worry ;). [quote]The most obvious difference lies in the teir 2 tactical missile launchers, but there are differences up and down the line. Most of those differences are stat rather than role driven, but even there you get differences. For example, an Aeon artillery barrage is fairly accurate where a cybran artillery barrage does m

66 Replies 115,106 Views

I have a clock very close my computer (hanging from the wall like 0.5m from me), and can tell ya - even seeing that it's 3, 4, 5 AM already doesn't make me stop playing Sword Of the Stars (sorry for this bold advertisement attempt). My 0.02€. On the topic: having a turn counter would be of course a nice idea, and possibly there should also be an option to toggle the counter on and off.

5 Replies 5,552 Views

What about global quests? I am talking about quests that either both sovereigns may obtain (and the faster wins), and quests that trigger a counter-quest for your opponent?

101 Replies 269,534 Views

Maybe it's not the 'bestest' city (in RPGs I played), but I will never forget the moment when I walked out of the tavern (with my party) in Easthaven (Icewind Dale) and heard this music . Nothing can beat these sounds (ok, maybe the song from elven city in BGII) and the overwhelming snow all around you.

82 Replies 407,958 Views

There is one crucial problem with your suggestion: what would be the advantage of a bigger faction? Army, money, magic... but not research? Why is research so special, and not, for example, trade? If you really want to make a bigger faction more 'expensive' (i.e., restricted in growing exponentially in power), than you have to introduce a reasonable mechanic to support these restrictions. Think about upkeep. You can produce units as fast as you can (as you are a ruler of a mighty empire), but

28 Replies 258,567 Views

We will probably make some of the editor features available to beta testers before Beta 1 is over. At least the map maker. If not it’ll be during beta 2. THIS is pure win. Right from the start we will be able to mod some things, and send feedback to devs (regarding the tools). (...) This is an area that is proving a wealth of future fun for us as we prepare to create different technology pools for the different factions .

37 Replies 90,020 Views

Ok, before I will write the actual quests, here's a couple of general ideas about quests: Balanced rewards Seems obvious, but I will start with it. When you can choose between "get 200 gold" and "some reputation", player should think TWICE before choosing one. If reputation will have little/none effect in the game, then just remove it from "quests' rewards box". Delayed rewards I mentioned "balanced rewards", but

176 Replies 646,705 Views

I don't think there's anything wrong with two damage types (physical & arcane). Sure, we could add some new types, e.g. poison or sonic, but turning arcane into 4 elements initially sounds fun, alas it would turn the game into more and more attack vs. resistance types, which we don't want. I am MUCH happier if instead of damage types, they would include the additional effects, as THAT make the attack types special. Providing fire will deal DOT, water will slow, wind will have a ch

64 Replies 138,686 Views

Defense of the Ancients, also known as DotA - you can't forget about this mod (ok, it's basically a map), which is one of the most popular games on the internet.

185 Replies 473,546 Views

IMHO 4 parts of the game should be redone/fixed/upgraded/left unchanged in order for this game to succeed: Lower system requirement (don't try to play SupCom against 3 players - your PC will die). Much better single-player campaign (memorable characters, more interesting missions, good plot, and not 6 missions per faction...). EPIC scale is left unscratched. Races are more diversified - there can't be the same unit types, but with

66 Replies 115,106 Views

1. Attributes: 1.1. "Attributes" is an indpendent system to history, talents & weaknesses. 1.2. Every stat starts with 10, but can be lowered to 1 point; apart from that there are 10 free points that the player can distribute to any skill. When the player lowers some skills (below 10), he gets bonus points, but the total number of points that can be spent can't get higher than 30. In other words attributes can look like this: 10 10 10 8 1 1, free points: 30. 1.3. A

74 Replies 232,325 Views

One thing I would like to discuss is the sovereign killin' . Brad said that there would be two options: either you agree that the sovereign's death = game over (SDGO), or the game can continue. While I understand that this was a hot debate (SD = GO, or not), but I would like to say the resolving the issue by implementing a game option is a bad move . Why, you ask? I see the SDGO/SDnotGO (SDNGO) as a vital part of the game on which the succession system,

104 Replies 354,189 Views

Ok, thanks for this short and cool developer's battle report (against the "demons of the code"). One question though. Let's say we put all the attributes that we would like to have in the attributes.xml. Now, how to make it work in the game? I mean: do we just create a file called battle.py, which will take care of the battle? Or will there be a different system?

47 Replies 109,264 Views

Quick reply: Do we seriously have to have the +/- system implemented? Couldn't there just be good and awesome traits (with consequences), and among them we should choose a few? I prefer to carefully choose good traits, than to exploit the game to a fault by selecting tons of meaningless negative traits, and choosing a few game breaking ones. MoO2 was a great game, but seriously the trait picking system was so exploited, that it's not even funny. While the backgr

48 Replies 160,111 Views

Yeah, it would be nice. I am thinking about such system. Road types: Dirt path. Paved road. Enchanted highway. Dirt path: 'Buildable' from the very beginning. Caravans can't use it as their routes (you have to rely on the automatic bonus for a specific resource, for all cities). You can't trade with allied nation using those.</l

4 Replies 4,783 Views

Totally agree with ya, Climber! It should be moddable (i.e., hardcoded). Probably it would be possible to write your own functions for this, but without knowing the internals, it will be awfully hard to reach an acceptable efficiency in more sophisticated mods (modifying the vision range).

4 Replies 6,379 Views

What has been told, has been told and pigeonx2 and wintersong said what had to be said. Just a couple of my opinions: No positive & negative traits. I really don't like with the +/- perks that end up as mega power-gaming part of the game. It just feels funny that one per is worth 5 pts., while the other 8, but the second one is in fact much worse than the first one. Of course it's a subjective decision, but I remember when I played around with such sys

47 Replies 154,754 Views

1. Mystical damage... what!? So no earth damage? What is so bad about it? Can't you just implement the standard 4 elements + Mystical/Aracane one, which would be composed of light/dark spells, depending on being a fallen/'kingdomer'? 2. Is it gonna look like the GalCiv system? For the love of god, don't! At least implement a standard rock-paper-scissors system for all elements.

80 Replies 127,531 Views

1. What are the roles of Sovereign's children? I mean, I can send my daughter as a 'present' to my ally, but can't she be a general/city mayor/dragon slayer? 2. Can I choose whether or not to marry a queen? How will the system of sending/marrying be resolved? 3. What do I gain by marrying? Only children? 4. Will family members get some special traits? I mean, some will be stronger, smarter, etc. 5. Is that basically the whole system? I was never into the family

104 Replies 354,189 Views