Tormy-

Tormy-

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

[quote who="Paul Foegle" reply="118" id="2417215"]IMO: turn-based/stat heavy combat is the way to go. I understand that turn-based is a pipe dream at this point but I would like to see strong 'hero class' types of units as well as experience for troops, equipment/artifacts/gear, hero/troop unique abilities, unit combos/bonuses and damage types. I know it is easier said than done. [/quote] I doubt that SD will change the real time pausable combat system to turn ba

208 Replies 743,203 Views

[quote who="Sorael" reply="102" id="2416602"]Having attack, defence and HP is enough. It takes away lots of interesting potential decisions. There should be at least a damage stat, acuracy stat, an armor stat, an evasion stat, and probably multiple magic damage and resistance types. Some special modifier would also be pretty cool. Stuff like +damage vs. certain unit types, multiple attacks, bleeding effects, stun effects and so on. Basically I f

208 Replies 743,203 Views

[quote who="Myles" reply="8" id="2416162"] but it only happens when the tank has like 0.1 HP left. [/quote] Um no, not really.

38 Replies 49,227 Views

[quote who="Mandelik" reply="63" id="2416116"] - Size. A giant would crush a human soldier, but surrounded by many he's at a disadvantage. [/quote] You forgot to mention the TRAMPLE ability of the giant sized creatures in Doms. ;) [quote who="klaxton499" reply="64" id="2416117"]Is there any way you can tell us if combat is pauseable real time or turn based? Also, what's the unit to battlefield scale? It's hard to comment or m

208 Replies 743,203 Views

[quote who="joasoze" reply="4" id="2415994"] Quoting Tormy-, reply 3 Very good suggestions NTJedi. I agree with all of these. +1 Karma for you! Quoting joasoze, reply 2You should not be worried about the game being like Civilization IV. CIV IV is one of the top games ever made It's a good game, but it has some serious problems, such as the primitive & simple combat system. The combat is not the main part of CIV, but I dis

38 Replies 49,227 Views

I cannot quote Brad's first post, so I will use "". -> "My personal inclination is to stay away from damage types because they add a lot of complexity without really giving back a lot of fun (in my opinion). I’m sure there are those who will disagree but we’ll have to agree to disagree there and perhaps damage types can be made something available to modders later." You gotta be kidding Brad..[e digicons]o_O[/e] If SD won't implement damage types, please

208 Replies 743,203 Views

[quote who="Raven X" reply="2" id="2415514"]So Damage Types like "Ice" and "Fire" and "Electric" won't be in? Without Damage Types you won't have monsters or units that are "weak" against certain types of damage. That's pretty sad in a game that should have multiple ways to hurt your enemy in combat Imo. I really, REALLY, think you should include damage types. [/quote] Indeed, having different damage types, such as ice/fire/holy/unholy etc. is a must have in a ga

208 Replies 743,203 Views

Very good suggestions NTJedi. I agree with all of these. +1 Karma for you! [e digicons]:thumbsup:[/e] [quote who="joasoze" reply="2" id="2415973"]You should not be worried about the game being like Civilization IV. CIV IV is one of the top games ever made[/quote] It's a good game, but it has some serious problems, such as the primitive & simple combat system.

38 Replies 49,227 Views

[quote who="cephalo" reply="99" id="2414261"]I will add that having a robust 'cheat/debug mode' is also extremely useful for modding. So if you build it for the beta testers you can leave it in for the modders. [/quote] Agreed! :)

105 Replies 291,400 Views

[quote who="red1939" reply="226" id="2414699"]I, for one, am happy that your sovereign can die. YOU are the sovereign, so basically when you die, the game should end. The point is that while it's logical, it's not fun for quite a lot of people. There are 2 problems however: how easy is to kill a sovereign and how should/could you continue your game after sovereign's death. [/quote] How should/could you continue the game after the sovereign's death...yes, this is a good question,

238 Replies 563,992 Views

[quote who="tenchifew" reply="217" id="2413261"]What about a ritual of rebirth you have to cast before you die - giving the sovereign one other chance at life - after some time he reappears at the capital. The ritual should be affordable the first time over, but becoming increasingly crippling in cost with each casting, so the third or fourth casting would be extremely painful. The system would be as follows: Sovereign is killed without active ritual of rebirth: game ove

238 Replies 563,992 Views

[quote who="Scoutdog" reply="14" id="2412817"] Another solution might be to add a shortcut-key ( F1? ) to the Elementopedia. When it's used while an info-card is shown, it opens to that subject. Otherwise it opens to the standard screen.Smart. I'm for it. Would probably never use it myself (I dislike hotkeys and am a lousy typist) but it would work great and I personally don't mind having it there. [/quote] Yeah that's a very good idea also.

15 Replies 59,966 Views

[quote who="Raven X" reply="53" id="2389341"]As far as battle AI, Medieval Total War 1, Rome Total War, and Medieval Total War 2 all have decent AI. [/quote] Hm funny...imho the TW battle AIs are horrible...at least it's very easy to exploit the AI's weaknesses. [It's quite easy to beat 3x++ bigger AI armies even.]

64 Replies 152,789 Views

[quote who="Nosrick" reply="89" id="2412592"] Civ's combat system was fantastic sometimes. Warrior vs. Tank? Warrior wins without a scratch! [/quote] I hope that this was a sarcastic comment.[e digicons]:omg:[/e]

105 Replies 291,400 Views

You might find this topic interesting. ;) -> https://forums.elementalgame.com/329439/ PS. Yeah, it would be cool to have a turn based tactical battle system, but it looks like that we won't have that...[e digicons]:([/e] It's a shame...I absolutely loved the tactical battles in AoW2 for example.

1 Replies 3,303 Views

[quote who="KellenDunk" reply="210" id="2412237"]where did you learn to round Tomy, 39.4% rounds to 40%? you won't usually round to the highest value position. [/quote] Ok ok...true. [e digicons]O:)[/e] [e digicons]:grin:[/e]

238 Replies 563,992 Views

Eh...Lexicum Elementum was my suggestion. I am glad that you like it Tasunke. [e digicons]:)[/e] Either way, Elementapedia is the most popular still....but only 58 people voted so far...c'mon people, vote! [e digicons]:beer:[/e]

14 Replies 6,778 Views

[quote who="Nosrick" reply="85" id="2412024"] I'm sick and tired of crap strategy games. I'm still playing the old Master of Magic, simply because no other Turn Based Strategy has been worth playing. I tried Age of Wonders, but it's awful. I tried Civ, but the combat makes me cry. I've got a huge amount of hope for this game, as it's being developed by someone who isn't afraid to take risks. I won't mention any names. I think you all know to whom I refer. [/quote] What the h

105 Replies 291,400 Views

[quote who="zigzag" reply="10" id="2412290"]Infocards don't work that way. They pop up when (and only when) the user mouses over particular objects. Infocards disappear when the user moves her cursor away. Changing this function of infocards ruins their purpose -- to provide a maximum amount of information to the player, without filling the screen with the UI. Anyhow, the solution to this is relatively straight forward. Give the Elementopedia a button on the main UI, and have it au

15 Replies 59,966 Views

[quote who="Raven X" reply="4" id="2409978"]If you mean "Double click on the info card" then yes, I agree. Having it open the pedia every time you just click on the card though could get annoying real fast especially if you click the card to select the unit in question. I also think clicking on the card should select the unit in question as well. [/quote] This. :) ... but wait. I thought that the infocards will disappear once the cursor isn't "within" the unit's 3D model. Am I wr

15 Replies 59,966 Views