Well most of the people [especially those, who didn't preorder] think that EWoM is the successor of MoM. Do you really think that those people are expecting to have an RTS or WEGO style combat system? [quote who="Nick-Danger" reply="318" id="2633387"] Quoting Tormy-, reply 304 ...but imo a real turn based or tile/turn based system works better in certain games. I think that it is the way to go in a real fantasy TBS game. [Ex.: AoW2-SM or MoM]You're ar
Tormy-
[quote who="Grove12345" reply="19" id="2633104"] Quoting Tridus, reply 18 Quoting ChongLi, reply 11 SC2's current ladder system is currently being slammed in a very unflattering manner by a large number of people on the forums. This would lead me to believe that it is not very popular. If you go by that metric, World of Warcraft is the least popular and most broken game in the history of games. Blizzard
[quote who="vieuxchat" reply="10" id="2633169"]King' Arthur the roleplaying wargame That's the whole title. And yes, that's the new one. http://www.kingarthurthewargame.com/main.html [/quote] The first expansion is coming for KA in a few weeks, and it will have sandbox mode + diplomacy as well! :)
[quote who="Grove12345" reply="6" id="2632605"]Not really 4x. But there is a tile Turn Based fantasy game by 1C Called Fantasy Wars. Horrible name but it got good scores. Totally recommend people check it out. I played only the demo and i love it. I think the artwork is the same as this game. Well 2d artwork. Im sure the combat in Elemental will be the same as Fantasy Wars. Like terrain and bonuses and stuff. [/quote] Yep, it
[quote who="pedroente" reply="303" id="2633039"] So it's just a matter of taste ? I think that a We-Go system really adds to the usual You-go-We-go System : * Less direct total control over everything in the battlefield (which can be a good thing. After all if you're the sovereign you're not every citizen of your kingdom) * Less chess-like reading of the game : you can't just count how many squares an opponent can travel to know exactly where to put your units. You have t
Hehe, funny stuff. :D I bolded out some parts of your post, because those are the main "problems" with the WEGO system compared to the real turn based or turn/tile based systems. [quote who="vieuxchat" reply="301" id="2633027"]So it's just a matter of taste ? I think that a We-Go system really adds to the usual You-go-We-go System : Less direct total control over everything in the battlefield (which can be a good thing. After all if you're the so
[quote who="vieuxchat" reply="299" id="2633009"]I just bought frozen synapse, a game with a bego system. And that's just the balst it seems to be. When you say the execution phase is automatic it's like saying that the attack of your units is automatic once you've clicked on the enemy. Whatis interesting is choices, decisions made. And in the planning phase you have a lot more decisions to do. Frozen Synapse for the win ! [/quote] I am not saying that it's a bad system
[quote who="Grove12345" reply="28" id="2632629"] Quoting Tormy-, reply 27 Quoting Grove12345, reply 26 Oh we can create our own troops, but can we create triggered events and change some rules? Can we create a RPG 8 player campaign with just heroes? Oh ya can we explore dungeons? The answer is yes to all of your questions, but you will have to be good in Python coding in order to create an RPG type game using
[quote who="LDiCesare" reply="297" id="2632930"] Quoting Tormy-, reply 296 Heh, I am strongly against the WEGO combat system for vanilla EWoM. [I will try out the WEGO mod of course, just to compare the 2 systems in action.] I am pretty sure that the current system [tile/turn based] is much better for a game like EWoM, but maybe this is just a subjective stuff. I think that the vast majority of the potential "buyers" are expecting to have a turn
Heh, I am strongly against the WEGO combat system for vanilla EWoM. [I will try out the WEGO mod of course, just to compare the 2 systems in action.] I am pretty sure that the current system [tile/turn based] is much better for a game like EWoM, but maybe this is just a subjective stuff. I think that the vast majority of the potential "buyers" are expecting to have a turn based combat system in the vanilla game.
[quote who="Naithin" reply="19" id="2632547"] No micro expansions this time. Only full blown expansions. We plan to release so much "stuff" along with the community that "micro expansions" would get lost in the flood. Only around 5% or so of the assets available will actually be seen in the game. The rest will make their way in via the community. So the game will keep getting richer over time and we'll keep producing more assets after release to give away.<
[quote who="John_Hughes" reply="56" id="2632365"] Quoting Ranbir, reply 55 Yay for tools! Indeed. I can already imagine myself making the BIGGEST, BADDEST, BESTEST, Map ever made for Elemental:WoM... that no one may ever see. [/quote] 64-bit maps ftw?! :D
[quote who="vieuxchat" reply="258" id="2631986"]And what about a system lik ein king's arthur ? You have Victory locations on the battlefield. If you control more Victory locations you start leeching morale from your enemy. [/quote] Yeah...King Arthur's "victory locations system" is really awesome. [e digicons]:thumbsup:[/e]
Raven, just never forget: What doesn't kill you makes you stronger. This quotation from Nietzsche is very true. I am pretty sure that you will be stronger. Never give up! :)
[quote quoting="post"] Without going to into personal details about my health, all I can say is some-one may need to take over in the near future. [/quote] Raven...I'm gonna miss you and your posts, because I think that you are a valuable member of this small community. I hope that everything will be okay with your health. Come back as soon as you can! :)
[quote who="Raven X" reply="17" id="2631525"] Quoting Tormy-, reply 16 It should take some time to split a group of units into 2 groups. Just put a timer on it...perhaps 5-10 seconds would be ok. This way you couldn't exploit this system. -> Splitting 1 group of units into 100 new groups would take a lot of time. I would "think" it would make sense to have the unit in questions Whole Turn to be used in doing a "Split Unit" command. T
I suppose we gonna see lot of new screenies and/or an in-game video on the next week. ;) Check out this topic: https://forums.elementalgame.com/382987
Nice!....perhaps we will have an in-game, tactical combat related EWoM video as well? [e digicons]:pout:[/e]
[quote who="Grove12345" reply="26" id="2631498"]Oh we can create our own troops, but can we create triggered events and change some rules? Can we create a RPG 8 player campaign with just heroes? Oh ya can we explore dungeons? [/quote] The answer is yes to all of your questions, but you will have to be good in Python coding in order to create an RPG type game using the Elemental enngine. :)
[quote who="Tridus" reply="241" id="2631484"] Quoting Tormy-, reply 237 However morale caps should be in. Each and every creature should have a "panic level" for example. While X creature will panic & try to flee once his morale goes below 25/100 [100=max], but Y creature will only panic once his morale goes below 10/100. This is what I meant on caps. I guess it's quite logical. If we're going with a % based system, limits are neede
Wow, what happened to this thread? This discussion almost turned into a flamewar. [e digicons]:rolleyes:[/e]
[quote who="Tamba" reply="13" id="2631056"]Since we still don't know how the tactical combat / movement will work this might be invalid, but I can imagine some griefing/exploits that would be possible with this: Since it is tilebased, you could split up you army into hundreds of single units that basically block all of the tiles between the enemy and your long range units or the border of the battlefield (if there is some kind of retreat-option). With this, you seriously
[quote who="pigeonpigeon" reply="222" id="2631303"] Natural morale [+modifiers & caps] should be based on a racial basis. IE. It should be easier to "scare" a goblin than a minotaur. I disagree (I think - I'm not entirely sure what you mean). I think only the base morale should be racial. Take your average goblin and your average minotaur and yes, the goblin should scare much more easily. Take a goblin that's been through a year of elite training and f
[quote who="pigeonpigeon" reply="49" id="2631092"] My first read of Brad's OP gave me a big "Oh no, city spam is in the plan now," but that evaporated quickly because I'm very good at misinterpreting terse scraps from Mr. Wardell. In thought-experiment-land, though, I'd still rather see essence as the fundamental limit on city creation and a very rareresource for spell casting. Like thrice in a 1,000+ turn game rare. Essence for significant structures like the Well
[quote who="Raven X" reply="136" id="2630486"] Quoting _PawelS_, reply 131 I strongly disagree. It's better to make things simple because it helps the player to understand what happened and why. Making the combat mechanics complicated will make "non-hardcore" players confused - they won't know what to do, because they won't know what will be the results of their actions. Also making things complicated increases the chances of introducing new bugs, design flaw