red1939

red1939

Joined Member # 2390762
14 Posts 179 Replies 9,500 Reputation

I see it this way: you can attack the city (i.e., the castle), or the zones (everything, but the castle). When you attack the castle & win, you have a few options: Raze the city Destroy the city completely. The castle is destroyed, whole population was either exterminated or ran away, and the only things that are left, are a few zones (game will randomly destroy a few zones). If the attackers want, they can destroy what's left, or venture forth

9 Replies 7,478 Views

It depends what do you mean by saying "are in the game". AI is in the game, but the question is: is the whole skeleton in the game (so that only some algorithms have to be tuned), or the AI is VERY basic and it looks more like a few classes declarations, without any definitions. Diplomacy, on the other hand, is mostly unfinished (imho). We only have some sliders which show us the hostility/friendliness of a civilization, but nothing more.

172 Replies 321,719 Views

[quote who="Jam3" reply="6" id="2467035"] for months yet... giggle if its out before 2011 ill be impressed[/quote] I assume Elemental will be out late 2010/early 2011, so yeah - there is a lot of time :).

12 Replies 8,552 Views

[quote who="Scorpiana" reply="5" id="2461297"] Let's assume we have two leaders: Aaa & Bbb. Aaa was spawned not far away from a nest of spiders, while Bbb landed somewhere in the middle of nowhere. Aaa was killing those pesky spiders, while Bbb tried to expand his territory. Due to the fact that Aaa fought in X battles he will have an edge over Bbb when they meet. I can't see how you'd find this too RNG dependant. Player Aaa might have those spiders close by, but player Bbb can

13 Replies 8,844 Views

At last! I haven't noticed it anywhere (or I just forgot I read it), but will the AI cheat? By cheating I mean either possesing knowledge which you shouldn't have, or gaining an advantage in fights/production/etc.?

22 Replies 4,067 Views

Collector's edition, oh yeah! Here is a list of things that should get implemented (I mean, it would be nice to have them): Audio CD Special in-game features (different background of the main screen, etc.) A steel pendant of a water/fire/wind/earth shape. (/ = OR)

15 Replies 10,432 Views
Reply to Mercenaries in WOM Ideas

Mercenaries are always an interesting idea, however there are quite a few "question marks" all around. I've just been to a 10h lan-party, and my mind isn't working the way it should, thus I will just post a couple of short ideas: Upkeep of a mercenary should be higher than of a typical (comparable) unit which you could train in barracks. The hiring cost should be similar. Mercenaries would be divided into two groups: elite and normal. Normal units woul

27 Replies 24,143 Views

[quote who="MagicwillNZ" reply="16" id="2462537"] (...)Unfortunately, I've been guilty of this in the past, with the offering of help to a mod and then disappearing. I think though schoolwork crushes all creative desire. Since I don't have to do that stuff anymore, I can concentrate better and focus more on my own projects.[/quote] I wanted to say "Don't worry", but it wouldn't sound right. I also have abandoned a project before, but that's what happens in "open-source" projects.

56 Replies 205,373 Views

I have to say that your thread is 'inspirational' and makes me start my own thread with my mod. I envy you that you can draw such paintings/sketches - I could never make anything more than transformed bitmap (masks, filters, etc.). Probably I will try modify the game mechanics and maybe AI, but I will post a thread, only when I am sure I want to implement some feature. It's good that you assume you will have to work alone - this is the life of almost all modders. Occasionally

56 Replies 205,373 Views

Call me a blashpemer but I never liked AoW. While I admired the art direction, the overall feel of the game and interesting magic system, but I deeply despised the combat feel and it's mechanics. My 0.02€ (don't hate me :)). I don't know if it will replace AoW for you, but I've a strong feeling that you might like this game - even if only to some small degree. The second question is much simpler; I strongly believe that EWoM will offer much more robust 'API' than AoW.

36 Replies 25,448 Views

[quote who="astrath" reply="16" id="2461581"]new build is Thursday apparently.[/quote] Let's hope so, because as it is now, there isn't much happening of the forums, and of course we can't post new bugs :).

17 Replies 8,687 Views
Reply to Join Beta in War of Magic

[quote who="Frogboy" reply="7" id="2458248"]Looking at the project calendar, beta 2 isn't scheduled until January 14th.[/quote] I have to say that I doubt that Beta 2 will start so soon. There are many things to either fix or implement from scratch: AI, Diplomacy, Quests, City buildings, Ecnomical, Magic & Dynasty systems. I highly doubt it can all be done in a month and a half. That said, I REALLY don't want these things to get pushed; more reasonable attitude would be to enter b

17 Replies 11,068 Views

Hmmm... at first it sounds nice, but after a deeper thought I believe that it wouldn't be so great - at least implemented ad hoc . Such system introduces yet another randomness into the game - i.e., winner win be determined once more by a dice roll. Why is that, you ask? Let's assume we have two leaders: Aaa & Bbb. Aaa was spawned not far away from a nest of spiders, while Bbb landed somewhere in the middle of nowhere. Aaa was killing those pesky spiders, while Bbb tried to expand

13 Replies 8,844 Views

I still don't get how will it work. Units move & fight in real-time, but every turn (every 15 sec.) the game pauses & I can send orders? Of course my & foe's units move in the same time (after the order phase). How will it be resolved in the multiplayer? Will every player have a period of time, during which he can send orders (30 sec.)?

16 Replies 13,629 Views
Reply to City Building in WOM Ideas

Yeah, I also think that the city building system could be done better. First, it doesn't work - at least till 0.255; it's bugged, so it's even hard to discuss it. Second, it feels a little strange. I mean, as it is now, if you want to achieve higher city level (based on population), you have to build houses almost exclusively. Building placement is also an issue - it's bugged, and even if it works, it forces you to build cities that are awkwardly stretched, so that you can cap a resource spot

28 Replies 98,570 Views

I like this idea because: a) It makes races unique. b) It adds some interesting strategy elements into the cloth map. That said, there are couple of issues regarding the whole proposal and/or the suggested implementation. First, I don't think that we need more than 5 types of biome. True, the more biome specialists, the more unique races get, but there is a downside: with an increased number of specialities, each one of them will become more similar to others. For

12 Replies 51,096 Views

Yeah, I must agree - it would be a good idea. First, apart from building cities we could use the essence for something else. Second, such idea introduces player to the very old question: quality or quantity? Player will have to choose whether to upgrade existing cities, or spam, spam, spam...

10 Replies 12,624 Views

+1 Cross-techs . No more Linear & Boring Co. +1 Deeper-you-get-the-happier-she-is. :D What I mean is that there shouldn't be any kind of diminishing returns present. The deeper you go in a particular tree, the better techs you should be able to achieve. If anyone of you need some dimini. then let's make 1/2/3 infinite techs in every tree (with dimini.), so that you can spend your development point elsewhere, when you eventually reach end-game.

30 Replies 20,869 Views

I never liked the sigs. That means: I never used them extensively. That said, I could accept sigs in this forum, but only if they would be restricted to plain text (no emotes, images, scripts, whatever) with max. 300 characters and only 1 enter (line break, new line, line feed).

72 Replies 110,205 Views

Idea is great, and I have to say I don't know why I didn't write about it myself ;). Nevertheless, the credit goes to you. The question, however, is not whether or not to implement it, but how. Here are a couple of ideas how - IMHO ofc - should the system look like: 1. General template description There are two types of templates: training template & building template</strong

5 Replies 31,611 Views

You know, it doesn't matter who you are. If you are trolling and whining you're no better than a ... troll? :) P.S. Maybe some people doing it to just piss you off; while they are well aware you're the boss of Stardock?

56 Replies 125,359 Views

Then I would steal it from you and LMAO! :D What if Dragon Age wasn't so good that you want to play it through several time while eagerly waiting for new DLCs, and - what's even more important - for better toolkit, which will allow people to create hundreds of awesome mods, so that I wouldn't have to write such insanely long sentences, as if I were William Faulkner, or some else whom you might know, who write long sentences (assuming you even get out of your house)

565 Replies 977,706 Views