Thanks for the update! :) .....but: [quote quoting="post"] Most people will never play multiplayer [/quote] Why do you think so? [e digicons]:omg:[/e]
Tormy-
[quote who="Frogboy" reply="8" id="2480330"]Our intention is to allow players to set up dedicated servers that they can control. The typical scenario will be to just play on our servers. But we would like to see people be able to set up their own servers. [/quote] Awesome! :)
[quote who="Denryu" reply="55" id="2480499"]I still hope and expect to see damage spells in every sphere. Of course some elements will be very strong in a high variety of dmage spells but maybe less utililty spells, another sphere May only have a few direct damage spells but may have lots of buffs, damage over time, etc. I should not say "of course", because really nothing is a given at this point but I think it would be terrible to have all damage spells concentrated in one school. <br
[quote who="Raven X" reply="47" id="2479684"] Quoting Denryu, reply 46 @Tormy, Hmm I wonder what you read that gave you the idea that one side would require more shards to cast high tier spells than another side, or if that is just an idea that you are throwing out there. I see what you are trying to accomplish and I kind of like the idea, but I am wondering how the 'gamemaster' determines why one side it would take less shards than another side? It's an
[quote who="Vandenburg" reply="8" id="2479651"] Quoting GW Swicord, reply 7 I just did a quick try at save-reload under 0.264 (beta 1d) and it seems to work! Yup, it got solved. [/quote] I dunno that what is solved, but I couldn't load my saved game in the current build. [0.264] The game keeps crashing. I deleted that save, but I will test it again later today. If I can reproduce the bug, I will report it.
[quote who="Raven X" reply="42" id="2479304"] Quoting Frogboy, reply 37 Spells will require control of shards to cast. Which types of shards and how many of them depend on the spell. What we decided not to do is make it so that one sits there and builds up "fire mana" through the course of the game since that basically makes the outcome pre-determined. Seriously, some people need to cool off a bit and wait and see. That
Nice update! :) I was playing for like ~1 hour with this new build, and I had 3 crashes [game shuts down, and I find myself on the desktop] so far. Plus I couldn't load my saved game, because the game keeps crashing, when I try to load the saved file. I will report these errors later on.
[quote who="alexwilber" reply="160" id="2476524"] Quoting Denryu, reply 159 Good news, thanks for the clarification. So since I am assuming that a "army resistance to ice spell" would indeed lower doamage from ice spells but would not afford any protection to a fire spell, there will indeed be damage types and resistance but just not at the unit design phase. Is that correct? Sounds like it, which would be great news. I
[quote who="Raven X" reply="139" id="2474799"] Quoting Tormy-, reply 138 because we will be able to mod in new dmg types and resistances as well. Awesome....I'll get my game, open it eagerly, put it into the disk drive on my machine....and then Immediately Start Working on my Mod so I can attempt to enjoy my purchase.... That doesn't sound fun to me....at all. [/quote] Well, what else can we do? Once a mod
[quote who="Denryu" reply="131" id="2474539"]I wasn't over reacting - I was saying IF the mechanic was removed because it was overly complex for the casual gamer (i.e. if people could not comprehend and deal with different damage types) [/quote] I think that it [vanilla game - elemental dmg types, resistances etc.] was dumbed down because of the casuals. Just read Frogboy's post: https://forums.elementalgame.co
[quote who="BoogieBac" reply="28" id="2474705"] Hum .. so ... we have "blunt damage". Will armor be able to acts accrodingly ? Like if I have a full plate armor. Will I be able to tell the comp to lessen damage if the armor is an "anti-blunt damge" ? That's the plan, but since that gets into the 'battle logic' side of things, I don't have many details. But right now, you can (in XML) assaign 'Blunt Attack' to weapons and 'Blunt Defense' to armor. You can even make a spal
[quote who="VicenteC" reply="117" id="2474140"] Quoting Darkodinplus, reply 115 Just out of curiosity Raven why do you think there is a possibility of there not being numerous effects for specific categories of spells? I mean Brad said there would only be two types of damage not there will be only two types of effects. This. No one said so far we are only going to have damage spells or that a spell can't have several effects (ongoing damage,
I don't understand this "kit system" at all. Why won't have have [mass] enchancement spells instead?..or wait, we won't have kits at all now..I guess? [..since elemental dmg types won't be used in the vanilla game] Either way, I am not worried anymore, since according to Boogie, we will be able to mod in completely new dmg types, resistances and immunities as well. You can read about it in this topic: https://forums.elementalgame.com/3
[quote who="Rishkith" reply="83" id="2473364"] Quoting Frogboy, reply 78 What would not be fun is if you had to design units with "acid resistant armor" only to realize the other guy has units with maces with frost damage. "Oh great, now I need to send my army back across the world and re-equip them or re-design that particular army to have frost resistant helms or maybe I should create armies with an acid protected shield, a frost protected boot, a lightning resis
[quote who="BoogieBac" reply="17" id="2472441"] this means that we can mod in new damage types & resistances & immunities for example?This is the first step towards that. The second step will be in the battle logic, where we'd need to allow these 'Unit Stat Types' to have a data-driven way to interact with other stats. But yeah, I don't see any reason why modding these sorts of things will be an issue (come v1.0). [/quote] Oh, awesome! [e digicons]:t
[quote who="Scoutdog" reply="8" id="2471991"]This is very good news for us modders, and it should help quite the endless damage-types debate........ once we get things in our hot little hands, I'll begin taking requests for new damage systems from those of you who care about that sort of thing..... [/quote] I am not a coder so forgive my ignorance....this means that we can mod in new damage types & resistances & immunities for example?
[quote who="Thanaeon" reply="58" id="2472328"]I'm sorry to say this, but I've begun to regret pre-ordering the game. Not because I know the game will suck or anything, but because I'm afraid it may, yet I've already paid for it. The direction the game design is heading is troubling. I get that they want a game that's simple to play, and hopefully as fun as possible. On the other hand, I'm honestly worried that in the pursuit of simplicity and fun, they'll do away with suspension of
[quote who="Ynglaur" reply="48" id="2471918"]It's possible that attack spells won't just cause damage. Fire could reduce morale, Frost could reduce speed, etc. [/quote] That's not enough. Fire spells should do fire damage, ice spells should do cold based/ice damage, etc. not to mention the resistances & immunities. This new system looks like dumbed down & simple. Why was it needed to get rid off the elemental dmg types? Like I've said, if we can mod in stu
[quote who="Frogboy" reply="45" id="2471885"]You'll still have fireballs and frost spells and such but they'll do normal types of damage. When we were gameplaying it, it got to be tedious having to manage several different types of damage to counter. [/quote] I don't get it. What is the point in having fireballs and frost spells, if they all will do the same dmg type? Also what about weapons enchancements? A flaming sword should do additonal fire dmg, instead of arcane dmg.
[quote who="Grimgravy" reply="9" id="2471207"]"There is also no longer “fire” or “frost” damage but instead simply Arcane damage and Arcane resistance." I don't like it. No elemental damage in Elemental seems mental to me. [/quote] [quote who="Rishkith" reply="6" id="2471188"] Now for the criticism I don't like swapping out Fire and Frost for "Arcane" (what is "Arcane anyways?). Are we going to have Arcane and Mystic for t
[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps. [/quote] Well maybe that is true, but you've missed the point imo. More planes = more diversity & strategical options. Example: AoW 2. - SM: It was hella fun to launch a "surprise" joint attack from the underground caves. Oh well....:)
[quote who="Campaigner" reply="27" id="2470501"] Don't you think that continious turns is better? [/quote] ..in a game like this? Definitely not.
Hehe....well perhaps this should be added to the Comp. Suggestion List? :P
[quote who="Denryu" reply="19" id="2469996"]I think MoM2 (not under that name) will be done as a mod on EWOM. We'll see. [/quote] Eh...I don't think so. 1. Creature models. MoM had lot of different races. It would take a huge amount of work & time to create the models for these units. Also....we don't know that how the armor & weapon model system will work in regard to equipping them on new creature models. 2. Turn based tactical combat. -> We won'
[quote who="phyrani" reply="38" id="2469811"]I say change the name of the trait from "Ugly" to "Impotent" and leave it at that. [/quote] Lol! :D:D