Dominions_3 has extreme gameplay depth. The huge massive list of spells(many which are different) and huge massive list of units(many with RARE abilities/attacks) opens an enormous amount of strategic gameplay and this doesn't even include the extra gameplay strategy depth from items, dominion preaching, +/- scales chosen, battlefield orders, hidden magic sites, etc., . The game can be very difficult for beginners... so I
NTJedi
[quote who="Vicente" reply="6" id="2129999"] Sadly in a world with things that can fly, burrow, teleport, become incorporeal, transform earth to mud, disintegrate, breath fire, etc castles and all types of fortifications we are used to see in our world are totally useless. Castles are nice and make sense in a game like Civilization, but in a world with those things defensive structures and tactics will have probably evolved pretty different than in our world (an old Drag
I see the towns themselves providing the bonuses for defenses and even small bonuses for towers. This will help the underdog survive longer, perhaps long enough to finish researching an important spell or acquire a peace treaty with a neighbor or complete an assassination of the enemies channeller. Overall it won't make much difference... but it will help. The reasons for bonuses within the towns themselves is because of having home advantage. 
The naming of sections of map terrain will be fun. The solution within Multiplayer is actually quite easy. From the images we've seen it does appear each player has a dominion or magic domain or territorial boundary. The player who has the majority of ownership for a section of map terrain should have the ability to rename the location for everyone in the game. As an extra feature a low level and inexpensive magic sp
[quote who="olp33" reply="5" id="2129351"] thats a pretty cool idea although i do think that if some civs are native to a certain area should be immune to disease and stuff but thats an unnecessary detail. [/quote] Yes, a few races should be immune or highly resistant to diseases from the swamps such as Lizardmen and Undead. That's why I wrote most races. [quote who="olp33" reply="5" id="2129351"] the only problem i have is the glacier or ices bu
[quote who="AM_Shark" reply="3" id="2129188"] I dont like peaks becasue it removed a tile from a game. [/quote] As I wrote earlier... anyone who's a map maker understands the importance of having a tile which cannot be accessed. This allows the map maker to create worlds which may require a special key to access or the need for the adventurers to first travel thru underground caverns or it could provide extra defense for an AI opponent or human player.
[quote who="SnallTrippin" reply="1" id="2129089"]The mountain peaks (blocking flying) would have to be very small area or magical in nature for me to get behind. How do we know most of these won't be in though? Mostly I want to campaign for magic being able to make any terrain type as well. [/quote] I haven't seen any solid evidence these terrains as being available which is why I created the topic. I've also added unique traits to several speci
I agree with GW Swicord ... depending on the dungeon type "caverns, ruins, towers, caves, sacred grove, ancient temple, etc., " the units can be good, neutral or evil.
These are suggestions for adding some unique creative terrain types. This is a list of creative terrains which currently do not appear to exist within Elemental, yet will hopefully be considered. 1} Rain Forests ~ This map location is similar to regular forests, yet due to the high amounts of rainfall during specific seasons the water level raises making it i
[quote who="Solam" reply="4" id="2128855"] I've tried to get information on Diablo 3 and noting is coming out. [/quote] Unfortunately this is true with most developers... where they don't communicate with their targeted gaming community. I recall when Triumph Studios was developing Age_of_Wonders:Shadow_Magic they were actively taking advice from the community which produced a game which still has an active forum today. They did sneak
[quote who="BoogieBac" reply="21" id="2128703"]I dont know if I mentoned this in another thread, but one idea I had (again, ideas are the easy part) would be to allow certain dungeons (catagorized into caverns, ruins, and towers), once cleared, and a spell of control is cast upon them, to be 'tapped' for recruitable creatures. Almost like our current setup...you need an Archery to train Bowmen, Stable to train Calvary...here, each controlled dungeon would unlock various creatu
[quote who="Hawawaa" reply="15" id="2127994"]I will have my new pc before the first beta too. So actually this works out great! [/quote] If you want to play the very very gigantic maps get the system with a 64-bit OS and at least 4GBs of RAM. Sounds like the more RAM the larger the maps.
Sounds great... thanks for the update. [e digicons]:grin:[/e]
Dungeons are top-notch real estate for monsters and things of evil which is why they should eventually be refilled. The darkness and deep caverns are known for breeding insects, bats and other ugly things... within a fantasy world it's only logical these things would be much larger in size and would allow larger monsters to easily feed and reproduce. The very darkness provides monsters not only protection, but an edge for surprise attacks. &
[quote who="Frogboy"] If you have any questions, let us know. We’re always around. [/quote] Questions... 1) When would we be able to start testing the very gigantic maps only available for 64-bit operating systems? beta3? 2) Will the game allow for some terrains to be mixed? Forest
[quote who="landisaurus" reply="4" id="2127203"] Quoting NTJedi, reply 1 8) Frankensteins: This is a type of monster zombie which takes the parts from multiple dead beings and/or creatures to create a very powerful undead which is sometimes mindless. Creating this creature is a very difficult task. This is a pet-peeve of mine... "frankensteins" would be a unit of mad doctors... not monsters<br /
Some other thoughts.... Ideally the larger dungeons should be more likely to eventually refill with new creatures, thieves, monsters, etc., . Some of the larger dungeons should also have multiple exits(example-Moria)... a few one_way exits could also be available. I'm also looking forward to finding huge dungeons which may t
[quote who="Fenhiro" reply="17" id="2127044"] So thieves in general would have a natural interest in the welfare of the government. Not to mention the potential of being rewarded with a general pardon upon retirement would be icing on the cake. [/quote] A shady master thief who's part of a 3rd party thieves guild could be used for stealing money from your own citizens... but heck why not ask him to send his people to steal from your opponents instead! Why
To my knowledge... we haven't seen any games provide actual structures which truly travel. As seen within the movie Krull an evil fortress would teleport and appear at different locations across the realm... this piece of the story was very interesting. Traveling structures should naturally be very rare, but definitely available within the editor. Such a feature would add a fun type of fantasy we've never seen for
I would like to see independent underwater villages, towns or cities used by amphibian or aquatic beings. The same as independent villages, towns or cities on the land it should be possible to trade, ally or attack these locations... naturally since they are underwater either breathe underwater spells or special water_type beings/creatures would be needed for traveling to these locations. I like the idea of underwater domes, but this should be one of the higher research tec
[quote who="GW Swicord" reply="13" id="2125377"] In other words, if a Master Thief can bring enough info and/or 'special forces' to the table, who's to say other than the monarch whether that rascal needs killing or not. Even if the hometown Rogues Guild takes a steady cut of caravan traffic and regularly creates new business for the town silversmiths, a monarch might see that 'resource flow' as just another form of taxation. At least that's how it seems when I try to put on my fuedal t
[quote who="Fenhiro" reply="11" id="2124713"] Though, I would have to disagree about not having a thief in a government council (I would). Who better to oversee the muck work than someone who already does it for a living. Not to mention having a self financed spy network helps. Of course some factions would object to the idea (especially the morally righteous), but for the more machiavellian factions wouldn't dream passing up such an asset. [/quote] As long
I agree with landisaurus ... Stardock please take a look at the editor within fantasy TBS HoMM_3 (Heroes_3). This editor was not only easy to use, but it provided many many options. 
The most recent greatest find for me was Dominions_3 ! Huge Maps, Huge List of Spells, Up to 20+ Opponents (Human or AI) {70+ Opponents with a mod}, Over 2000+ units, 70+ unique nations, 300_Page HardCopy Manual, Long History of Updates providing new content, and great gameplay depth. Make sure your first game is on a big map with few AI players so you have time to feel comfortable learning the game...
[quote who="RandomRetard" reply="4" id="2110724"] One of my biggest disapointments was The Sims 2. [/quote] I'm still shocked people actually purchase those SIMS games. Well I can understand some females possibly being interested with playing Ken and Barbie on the computer. Sacred_2 has been a disappointment for me... the only interesting piece for me was fighting the final boss in gold with a hardco