[quote who="Frogboy" reply="78" id="2630655"] I'm interested in making a strategy game that has a lot of depth to it and demonstrates what a game that has been made exclusively for the PC with an engine exclusively designed for the PC can do in 2010. It's not about eye candy. It's about making a better game. [/quote] I think that the following "statement" is true about most of the console players: eye candy > everything else </stron
Tormy-
[quote who="Raven X" reply="30" id="2629793"] Winner. Take. All. I don't like that very much I'm afraid. If I have a city surrounded and under siege, if I can keep my attacking army safe and fed, I should be able to stay there Indefinitely unless my enemy can move me by Force. There should be no time limit unless my army starves to death or is otherwise defeated in battle. If I can surround a city and starve them out without lifting a sword or casting a spell, I might
[quote who="Wintersong" reply="1" id="2629203"] I'm fine with Stardock's new approach so nothing to add. [/quote] This. ;)
I couldn't resist to post this image. [e digicons]:w00t:[/e]
[quote quoting="post"] 3. If we "right click" to bring up the commands we can give a unit, I.E. Cast Spell, Attack, Fire Arrow, etc etc, I think a command we should have Mid-Battle should be called "Split Unit" or "Divide Unit". This will turn a 100 man unit into two 50 man units. This allows the player to divide armies and groups in the middle of a battle so they can break off part of a unit as a distraction, or to use it to sneak around the main force and assault from
[quote who="dionisus1122" reply="89" id="2628538"] Quoting pigeonpigeon, reply 86 Damnit I wrote up a big wall of text but the forums ate it! Oh well. I'm worried that the promised grandeur of tactical combats will be lost by going to turn based combat. I've probably spent a full year's time worth of my life playing games with turn-based tactical combat, and I can't recall a single situation where I've thought "Ohh I can't wait to watch this battle!" The
[quote who="CarGuy1" reply="16" id="2628417"] Stardock CEO takes on a plane full of deadly and poisonous Bees. Watch the horror as the Bees attack unsuspecting passengers while Frogboy swats them with his iPad. [/quote] This guy wouldn't care ->
[quote who="Hawawaa" reply="5" id="2627963"]I am expecting pages of new info on Elemental! PAGES! [/quote] Seconded! It would be cool to see some videos about tactical combat or spell effects for example. [e digicons]*_*[/e]
[quote who="Cyrogenic" reply="73" id="2628261"] Can you imagine moving 1000 units individually? [/quote] Why should you move 1000 units individually? We have squads you know. ;)
Awesome...now where is Hortz, when we need him? I really missed his "King's Bounty's GFX FTW" comments. [e digicons]:rolleyes:[/e] [e digicons]:w00t:[/e]
[quote who="TCores" reply="27" id="2627856"] Quoting Frogboy, reply 19 Yea, originally the battles were continous turns, pixel-based ala Baldur's Gate. The problem users pointed out on the forums and we eventually agreed with is that it's kind of bait and switch. It is a shame that none of us actually got to try out the tactical battles from an RTS standpoint, we might have had different opinions. Thank you for t
[quote] Just marketing my old idea: I think now only "monster" should have an own agenda, your hired heros/governors/children should also (be greedy, hunger for power, ...) [/quote] That would be way too RPGish for a strategy game. Don't get me wrong, I like everything, what enhances the gameplay, but I am trying to be objective in this case. [See things from the devs perspective.]
[quote who="Palinchron" reply="2" id="2627698"] Quoting kyogre12, reply 1 Tactical Battles. Tactical battles haven’t been part of the beta but they’ve been heavily discussed. Originally, tactical battles were designed to be RTS. Then Continuous turns. But as time has gone on, it’s become clear that the gameplay that people (and frankly that we enjoyed the most) was more closest to XCom. That is, turn based. Tile based. Moving units to the be
[quote quoting="post"] Camp #1: The Settlers Camp This is the camp I’m nominally from. That’s where you mine resources which in turn get processed into one thing and then turned into another before being used as yet another. The economic system in Elemental was (early on) very much like this. You mined metal. This metal was processed into metal bars which in turn were turned into weapons, armor, etc. Which in turn were shipped to where you wanted to bui
[quote who="John_Hughes" reply="15" id="2627410"] Quoting Tormy-, reply 13 Quoting Saije, reply 9 I think anyone with even a lick of sense in today's world knows that making anything and I mean ANYTHING truly original is close to impossible. Go ahead try to come up with an original fantasy world... Yep, this is especially true about the strategy games I guess. I think that the Lore is quite good in EWoM. Sure, I won't run arou
[quote who="Campaigner" reply="125" id="2627390"] Quoting strager, reply 123 We need a new journal lol A few hours ago on the homepage I noticed that the 5 latest journals had come out with an average of 2-3 days between them and now it has been 4(!) So I also expect a new journal anytime soon [/quote] I am not sure, considering that Froggie is on a marketing tour. However -and hopefully-
[quote who="RAWRRRR" reply="18" id="2627241"]OWNED. OWNEDDDDDDDDDDDDDDDDDDDD!!!11!!won!!!1 [/quote] [e digicons]:rolleyes:[/e]
[quote who="Stmorpheus" reply="1" id="2627165"]yeah i think global spells are a must. [/quote] I am pretty sure that global spells are implemented in the internal build. I would be surprised if I was wrong. [e digicons]:X[/e]
[quote who="Saije" reply="9" id="2626706"]I think anyone with even a lick of sense in today's world knows that making anything and I mean ANYTHING truly original is close to impossible. Go ahead try to come up with an original fantasy world... [/quote] Yep, this is especially true about the strategy games I guess. I think that the Lore is quite good in EWoM. Sure, I won't run around in the room, waving with my hands while yelling -> "WOW, THIS IS BLOODY AWESOME"....b
Perhaps the devs should take a look at the formation system what was used in Kohan: AG, and perfect it for EWoM. It worked very well in that game, and it's a squad based RTS. Basically EWoM will use squads as well.
It works of course. Even old DOS games are working on my x64 Vista. ;)
[quote quoting="post"]I found the following artricle especially interesting: http://www.gamesradar.com/f/what-all-developers-should-learn-from-eve-online/a-20100517113116512049 After reading this article, I immediately thought of Brad&Co. with respect to taking a similar approach, particularly with Elemental. However, having scanned some of the posts, I am beginning to wonder if, from the Beta Testers and Brad's perspective, the actual FEEDBACK from beta tester
[quote who="XeronX" reply="18" id="2626607"]LOL actually it is just the opposite I tend to be a turtle builder. Alot of my MoM games were won through the spell of mastery. [/quote] Well, we are different. :) Personally I don't like game mechanisms like that. I don't like the "cast 1 spell to rule the world" stuff. Example: When I played with Civ4 FFH2, I only played with the "conquer" and/or "domination" settings. I only play AoW2-SM with allied victory/conquest settings as well.
[quote who="Myles" reply="105" id="2626335"]The problem is that this is a Civ type game, and that's where the focus must lie. I'm all in favor of including things that make the world feel alive, but not at a higher priority then other parts of the actual game. And the fact is, a lot of these ideas have been completely unfeasible for Elemental, and yes, belong in a simulation. [/quote] This is p retty much what I think. It would be cool to
[quote who="Orvidos" reply="20" id="2626053"]If you could make a TC (total conversion) mod for base Elemental that turns it into Forgotten Realms, I'd be thrilled and call you a god. [/quote] That or Greyhawk! [e digicons]*_*[/e] We shall see...I am thinking about starting to work on a mod like this, after the game is being released. Perhaps we should try to recruit a team for the project.