red1939

red1939

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

WALL OF TEXT, oh yeah! Glad you succeeded in merging the code :). P.S. Why CVS and not SVN, if I may ask?

56 Replies 148,805 Views
Reply to Geography in War of Magic

1. Yup. 2. Sweet, indeed. Would be nice if that got implemented, but it's not crucial, imho. 3. Apart from different movement costs, I don't think so. Although, I think that every type of terrain will have a set of exclusive bonus tiles (or other things), so it will be unique in some way. 4. There is no need to implement such 'explicit' system. You found a port city (ie. city near a sea), and what you build there is up to you. What we don't know at the moment is the presence (o

7 Replies 7,030 Views

[quote]I look at Elemental at something we’re going to work on for years to come.[/quote] This is a PURE win. I can't list how many games, which I played, could become awesome, if only the developers could spend a little more time on them. Look at Starcraft; apart from it's low system requirements, what do you think is the main reason it is still so popular? 'Cause Blizz cared for this game for so long that they just balanced it. (Game) Balance + (race) uniqueness = win. <p

48 Replies 105,813 Views

This game is too awesome... only played 8h, but I already know that I will surely try to clear it using a warrior & a rogue. Plot, characters, spells, fx, music... 2Good2BeTrue

46 Replies 91,403 Views

Ok, so to clarify what I meant. I am not telling the devs how to make the game. They decide what to implement, they write the code, they sit all night to make it work, they make the graphics, etc. The main idea of my post, is to propose a system where our opinion's quality is higher. As VicenteC wrote: there are many players' opinions, and many of them are contradictory or of low quality (for example proposals that change the game so much, that they would be impossible to implement).

5 Replies 5,962 Views
Reply to Ritual Magic in WOM Ideas

The concept is of course awesome , and I hope that rituals will be implemented into the game. By ritual, I mean a spell which you have to prepare for a few turns before you cast it. I am not so sure about building altars... it seems interesting, but I don't thing the added complexity would pay off in terms of providing more fun. I have two proposals regarding rituals, and if you want, you can comment on any of them (or both). Proposal #1 The pr

12 Replies 15,636 Views

POPULATION:Civility I would expand this system a little bit, as it's basically the new thing to the Elemental's city system, thus it deserves more attention. I will thereby present a couple of my suggestions regarding this system. The first thing I would to is to scrap the whole prestige and rename it civility! If prestige is only to define the city growth, than we can safely put it into civility. The

2 Replies 4,266 Views

This DevJ made me think about one thing. How much will AI know about me (myself and I)? In other words: will it cheat to get all the info it needs to crush me? Or will it be tied to the same rules as I am, so it will have to send a scout/spy to know more about me. Why I am mentioning it here? If the AI is to choose an appropriate dialog when speaking with me, shouldn't the choice be made basing on what he has seen , not what I really am ? Think about su

45 Replies 102,956 Views

[---A---][--B--][---C---C---][--B--][--A--] feels a little bit strange in my opinion. On the other hand, you have to spend essence, so you can't spam cities everywhere. If you place you city in the middle of enemy's territory, you will probably lose it, wasting 5 essence and the time, which could be used for the sovereign to do something else. One more thing to remember, is that there are couple of things not implemented into the game, yet; family tree, sovereign's role, magic system,

31 Replies 17,250 Views

I would like to start from saying, that my name isn't Brad Wardell and I don't know how does the development system look like. We are now in mid of 1B beta (quite early one might say). From what I understand, after 1B finishes, the game will move on to 1C, then 1D, and so on. I could describe this process (as I fathom it): Frogboy announces what will be the next thing developers will be working at. <

5 Replies 5,962 Views

About caravan protection. I think the whole system should be done like this: you build 10 guardian units. Then you move it to a road, and depending on their size, they will be able to protect a road of max. length 4. Not to make the system more complicated, it will be done like this: 1. Build a couple of units. 2. Move them to some road which connects two cities (ie. there are caravans). 3. Select an option: protect caravans. 4. You will be presented with a scr

13 Replies 10,629 Views

[quote]I like the modifications of a base icon to convey extra meaning as long as it's also with mouse-over help text if you can't tell what the icon represents.[/quote] Of course. I don't expect to force any player to read the manual in and out, before even starting the game. You should be able to hover over the icon to see what does it mean. Optionally, you could obviously fire up the detailed screen. [quote]by "regenerate health per turn" I hope you mean strategy turn, inst

4 Replies 6,191 Views

I know that the unit design screen is in early alpha stage, but it troubles me that the names/descriptions of equipment still doesn't fit. It's especially painful when someone selects a piece of equipment, as a piece to be equipped - this way half of info is cut out. Here are 2 solutions (I might add some more) for this: Make the font for the equipment smaller. As it is now, it's horribly big and bold . If someone selects an item to equip, it should be

0 Replies 4,071 Views

OMG, what a spam. I shall name my dog in Torchlight Scoutdog! This is my prescription for every spamoholic :). On to questions, shall we? 1. As we can see in the video, we are able to add a couple of armor parts to our units. Will this functionality be also spread to weapons & 'equipment'? 2. At the moment, there are 3 categories: weap., arm. & equ. Will there be added any more? For example "training", which would describe the type of training that the unit has

33 Replies 4,980 Views

Lately, Frogboy presented 'Gullivers' to us. As we all saw, citizens were plowing fields, constructing buildings or keeping an eye for enemies, who could attack the town. A nice addition to the game would be a system, where citizens are aware of what's happening around them. For instance, if the enemy sieges the town, no farmers should be visible on their fields, instead they should be waiting inside their houses (bonus would be still applied, according to game mechanics). I don't know how mu

2 Replies 4,977 Views

Sticky that, I say! It will become helpful in future, I can tell ya!

155 Replies 135,179 Views

I hate DLC too. Why? For me it's nothing more than a cheap excuse for a full fledged expansion, and a way to 'constantly' (think about MMOs) get some decent income, without a need to wait till the exp. IMHO bunch of DLCs =/= expansion. DLC is just a short story that doesn't adhere to the main arc of the game, as it can't/shouldn't spoil anything. Instead you get some kind of more sophisticated sub-quest chain - sad, but true. If you don't believe me, just look at the reviews of DLCs for Fallo

43 Replies 96,747 Views

First comment (I will try to add more, when I will find more time to read through all of this :)): You specified that 1-10 unit army is used for adventuring & in early game. What about some super-duper-overpowered units like dragons? Will you get more than a few of them? Highly inprobable. Will they receive any bonuses from thier 'formation'?

11 Replies 54,718 Views

I have to say, one thing I particulary love abou this whole new development screen, are the different pictures for every level & route type. Guy running away from a chicken really gave me a good laugh :).

42 Replies 75,320 Views

Spell creation system as in Oblivion...? NOooooo! Playing with cost/range/power/critical chance/duration sliders, in order to create the most unbalanced spell, is something that I really don't want to see in this game. First, it's tedious for players to read through tons of topics, just to know if their spell composition isn't screwed. Second, balancing such monstrosity (system) is a task for true heroes (or fools). With sufficiently big selection of distinctive and meaningful (ie. no useless

18 Replies 6,933 Views