Tormy-

Tormy-

Joined Member # 2394730
96 Posts 1,939 Replies 22,860 Reputation

This DLC content is laughable imo. I mean...the Soldier's Peak quest is VERY short for example....the Stone Prisoner quest is also short, but at least it "gives you" a new character [golem]. [e digicons]>:([/e]

43 Replies 96,839 Views

I am going to finish the game tomorrow [Hard mode! :)]. I am at the final battle already. :D

55 Replies 117,433 Views

[quote who="Tasunke" reply="20" id="2443567"]have you played ... oh I dont know ... NeverWinterNights, NWN2, Baldurs Gate, Baldurs Gate 2, or Dragon Age:Origins? if I must explain further, all attacks are done at the start of the round "which is a certain amount of time" and if you are within their range at the start of the round, and if the attack hits, no matter where you are at the end of the round, the damage will be dealt to you at the end of the round. Sure,

34 Replies 95,341 Views

[quote who="Raven X" reply="15" id="2443261"] This is why I think it will be necessary to allow players to build on improvements (Mines, Shards etc etc) without the need to build a whole city there so long as a city is close by. I really, Really, think you should consider that option. [/quote] Agreed! It's a must have feature in my Book of Elements. :P

31 Replies 17,301 Views

[quote who="Denryu" reply="19" id="2442746"] Quoting Tormy-, reply 17 Thanks for the video. I just realized something after watching this. Creating 3D models for the units will be hellish hard. I mean how will the equipments [various armors & weapons] fit on the very different creature models? Like if someone creates a creature [..as a basic civ unit], which has 2 heads, 4 arms and a huge body for example? If you want to do something complete

42 Replies 75,452 Views

[quote who="BoogieBac" reply="10" id="2442453"] The annoyances of only having the sovereign found cities is a seperate issue in our minds. Hopefully the full realization of the magic system will lead to improvements there. [/quote] The spell "Teleport" [between cities for example] is a must have. ;)

31 Replies 17,301 Views

[quote who="edpfister" reply="2" id="2438717"] Not a very complicated system, which is why I advocate the addition of damage types. It would still be based on numerical scores yes but it would add some variety and a method to distinguish weapons from each other. Well Brad basically already said no to damage types for weapons. I just hope weapons aren't meaningless in the game. [/quote] Right now, they are meaningless, since all they "offer" is:

34 Replies 95,341 Views

[quote who="Demiansky" reply="1" id="2441728"]Yeah, I'm a bit bothered by this too. [/quote] Same here...but again...we should be able to create "settler" type units via modding.

31 Replies 17,301 Views

Thanks for the video. I just realized something after watching this. Creating 3D models for the units will be hellish hard. I mean how will the equipments [various armors & weapons] fit on the very different creature models? Like if someone creates a creature [..as a basic civ unit], which has 2 heads, 4 arms and a huge body for example? [e digicons]:omg:[/e]

42 Replies 75,452 Views

[quote quoting="post"]But what for example if I like 2 different mods and I would like to play with both of them. [/quote] I think that it should be possible to use more mods in the same time..it can cause problems of course, if the mods will modify the same gameplay elements.

3 Replies 3,516 Views

[quote who="Tasunke" reply="54" id="2434977"]Dominions 3 can be quite addicting ... I only wish I could control units on the battlefield though.[/quote] You gotta be kidding. Mid/late game battles are huge. Thousands of creatures are involved in those battles. :)

63 Replies 121,150 Views

[quote who="MagicwillNZ" reply="76" id="2433680"] Quoting Tormy-, reply 32 Temple of Elemental Evil. YES! A very underrated game. Although for me it has to be Baldur's Gate series. In terms of Pen and Paper RPGs, Unknown Armies has the best game mechanics I've ever seen. [/quote] ToEE is the best, but you gotta d/l the community mod [which is an amazing "mod"] for it, because the retail game is a

108 Replies 391,358 Views

[quote who="Tasunke" reply="67" id="2433735"]please devote lots of time on rare magical creatures!!! assuming a man has 10 move, a horse has 30 move, and a hawk has 50 move .... a Wyvern should have 10 ATK/ 5 DEF/ 20 HP/ 30 move (minor breath) a Pegasi should have 5 ATK/ 2 DEF/ 10 HP/ 40 move (minor wind spells) a Pheonix would have 15 ATK/ 10 DEF/ 30 HP/ 50 move (high level fire spells) a Legendary Dragon of Obsidian plane should have 2

95 Replies 269,546 Views

[quote who="VicenteC" reply="62" id="2433130"] Quoting Tormy-, reply 60 Absolutely true...in fact it will be impossible to mod in a "proper" fantasy creature, if we only gonna have ATT/DEF/SPEED. Eh, and Frogboy wants to see RPGs using this engine. Sounds good, but it won't be possible to create a good one, if the engine won't support damage types, resistances, immunities, attributes and gameplay elements like that. Even if the engine su

95 Replies 269,546 Views

[quote who="NTJedi" reply="58" id="2432895"] Quoting VicenteC, reply 36 A link for this please? I suppose it refers to the continous turns mechanic and not to the whole DnD ruleset, but who knows. About modding, that's a total different thing and doesn't affect this argument. Modding is a huge piece of Elemental and one of the reasons why more attributes mean more unique creature creations. A group of soldiers resisting br

95 Replies 269,546 Views

[quote who="Tasunke" reply="45" id="2431955"]when is a combat "not" RNG based? [/quote] It is RNG based, but there is a HUGE difference between the various systems: ATT/DEF/SPEED vs. ATT/DEF/SPEED/ELEMENTAL DMG TYPES/RESISTANCES/IMMUNITIES/ADDITIONAL ATTRIBUTES/ABILITIES I don't think that I have to explain anything else.

95 Replies 269,546 Views

[quote who="VicenteC" reply="35" id="2431646"] Quoting Tormy-, reply 31 Vicente -> We don't need to have a very complex combat system, like we have in Dominions. However, if the combat system will be primitive [Civ4 style], this game will fail. [Actually it won't, since lot of Civ4 players will play with it I guess, but the serious strategy gamers will abandon it for sure.] This is why we need to have elemental damage types, resistances and immunities also...the

95 Replies 269,546 Views

Vicente -> We don't need to have a very complex combat system, like we have in Dominions. However, if the combat system will be primitive [Civ4 style], this game will fail. [Actually it won't, since lot of Civ4 players will play with it I guess, but the serious strategy gamers will abandon it for sure.] This is why we need to have elemental damage types, resistances and immunities also...these are SIMPLE yet COMPLEX gameplay elements...without features like these, it will be impo

95 Replies 269,546 Views

[quote who="pigeonpigeon" reply="97" id="2430835"] Hm....continous turn based: Baldur's Gate style. There are no tiles in that game. Correct? So? Baldur's gate also doesn't put you in charge of armies, you have control of a small handful of characters. There is nothing about continuous-turn based combat that inhibits the use of tiles. Tiles just wouldn't make sense in a party combat system, particularly when the 'battlefield' is just the regular map. Everything is small

120 Replies 205,632 Views