krejci your post makes no sense again. Example: Why shouldn't nature magic have DD spells? Because you say so? Why shouldn't fire magic have protection spells? etc. Multiple, unique paths? Once again: Dominions 3. spell system = perfect. That being said, I understand that you prefer the KISS principle [Keep It Simple, Stupid] in regard to combat mechanics, I just don't agree with you...because Elemental should be complex enough and fun...this is my opinion. I am a serious
Tormy-
Welcome from Hungary! :)
Eh...interesting creature. :D
"Real" turn based is a much better system than continous turn based. This is my opinion. [...at least in a game like Elemental.]
[quote who="Raven X" reply="58" id="2421269"]Ok, I understand where those of you saying "it's not original" are coming from. That's true, but, think about this. Why is Elemental what it is? Why was AoW what it was? All these games are based after MoM and the other old school strategy games right? Those games all did SOMETHING right. [/quote] Very true Raven! Like Mandelik has said: [quote who="Mandelik" reply="53" id="2421160"] We should push for this game to draw the bes
[quote who="krejci" reply="49" id="2420851"] Having very complex yet dump system doesnt make fun in my book. It is no rocket science to not use fire spell against fire resistant creature. It is so trivial, why event present it as a choice? Only reason why to implement this system would be to outperform other player specialized in Fire magic on global scale - you would start creating fire magic resistant troopers to beat that fire kingdom. But these would be useless (resourcewise) against
[quote who="krejci" reply="45" id="2420740"] I mean, even Civs went from att/def/mov just to str/mov and personally I consider this good change. [/quote] This explains that why are you against elemental dmg types and resistances. ;) The combat system [what system? :P] in the Civ games are very primitive, but we've talked about this already. [quote who="VicenteC" reply="43" id="2420536"] And you know what? The truth is that you can have a great combat
Kay has nice eyes! :) Jakob - I suppose he is the real Hulk? :D
Dwarf Fortress. Toady One [Tarn Adams] is probably the best coder on this planet. :)
Hehe. :D
[quote who="Raven X" reply="38" id="2420378"] Quoting VicenteC, reply 37 I know this is a fantasy game, with spells. But spells != several magical damage types. You can have a ton of magic without damage types. I think a generic "magic" damage is nice, but having an array of magical damage types and resistances is the mistake to me. I prefer much better spells with after or side effects than damage types. I'd rather have types that add
^ Very good post psychoak. Well said. :)
[quote who="Sammual" reply="168" id="2419559"] A morale system would be great but once again is it worth the complexity? [/quote] While this is a fantasy game, morale is [should be] a very imortant gameplay feature imo. Example: You attack a dragon with 200 peasants. I think that most of these peasants should try to flee when they spot the dragon, IF they don't have some serious morale boost at least. [
[quote who="irek1988" reply="165" id="2419400"]I would like you to see working more on demigod. the game has almost died now... Where is promised modding tool? Where are promised 2 new demigods? [/quote] Erm.....this is the EWoM forum you know...[e digicons]o_O[/e] Besides Demigod wasn't developed by Stardock AFAIK. [I don't have that game btw..]
[quote who="red1939" reply="156" id="2419027"] At first, weapons deal normal damage. Then we can enchant them with elemental power, however fire should have different properties than, let's say wind. Let me just present an example: Fire: Damage over time Initial attack: 20 dmg. Next round: 5. Next round: 5. Next time: 5. Water: high damage range Min. damage: 20; Max. damage: 40. Earth: solid damage Damge: 30 Wind: crit. chance Dam
We gonna have a morale system? We don't know anything about this. The same is true about fatigue. [Hopefully those will get implemented of course...] This is a fantasy TBS game. Spells, monsters etc. you know. So it would be a big mistake to leave out the magical dmg types and resistances + immunities. 1. It makes the combat system much more interesting 2. It makes the spell system much more interesting. [The other Sovereign is specialized in fire magic? Fin
Indeed, don't push it...just listen to the suggestions, that is very important. We have lot of experienced strategy gamers on this forum. It's a good thing. We all want this turn based fantasy game to be close to perfect. If it will take an additional 2-4 or more months to tweak the various gameplay mechanics, no one will complain. :)
[quote who="VicenteC" reply="30" id="2418666"] Quoting Tormy-, reply 27 As for magical dmg types [ice/fire/shadow/etc] & resistances/immunities....they must be implemented or the combat system will be dumbed down/primitive.... No, they aren't a must. The combat system can be perfectly complex just with only a generic "magic damage" (or even without it). [/quote] Ok, care to explain? Complex combat system without any magi
[quote who="lifekatana" reply="146" id="2418485"]GODDAMNIT ARE YOU DEAF? ADDING DAMAGE TYPES IS PROBABLY THE WORST GAMEMECHANIC YOU CAN ADD. I want a strategy game, not rock paper scissor thank you. [/quote] [e digicons]o_O[/e]
[quote who="Tridus" reply="26" id="2418430"]Slashing/piercing type physical weapon damage types are the thing they're against. We likely won't have those. I won't miss them. Magical damage types are in, in some form or another. [/quote] Physical dmg types are good to have, but I don't mind if they won't implement those. [Even tho I hope that we will be able to mod them in.] As for magical dmg types [ice/fire/shadow/etc] & resistances/immunities....they must be
[quote who="SaberCherry" reply="137" id="2418139"]This is the first completely disappointing update I've seen. It moved Elemental from "Must-Buy" to "Wait-And-See". For the record, I'd like to see a combat model similar in capability to that of Dominions. [/quote] Don't worry, I am pretty sure that the devs won't release the game with a dumbed down combat system. If I am wrong, and it will be way too "simple" for the hardcore strategy gamers....well...let's
[quote who="cephalo" reply="5" id="2417912"]I think when you see all these different and numerous ideas piled on them from the forums, it seems like there is just too much work to do, but I would guess they already have a very good idea of what they want to make. [/quote] Indeed...just take a look at the various excellent ideas & suggestions. Polishing the game mechanics, adding/enhancing features, etc. will take a lot of time imo. :)
I think that the release date will be postponed.
[quote who="Mandelik" reply="124" id="2417357"] Of course, if we're talking multiplayer with a system requiring pause everytime someone wants to give orders or choose between the 15 spells his sovereign can cast, it could end either a click-fest without pauses or a nightmare of stop-go-stop-go-stop-go... [/quote] Yeah, it won't work in MP games. [Well it works, but it will be extremely annoying...:(]
I am having lot of crashes, I will post some debug.err files later on.