NTJedi

NTJedi

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Reply to Unit Types in WOM Ideas

[quote who="Tamren" reply="1" id="2069310"]So templates essentially? Templates are great at condensing information. In MoM for example the "undead" template is really immunity to sleep/paralysis/fear and whatnot all rolled into one. Whenever you see it on something you immediatly know whats going on. [/quote] Not so much a template as being more of a tag... perhaps some tags can provide a few default features, but nothing should be set in stone as some map maker may wi

50 Replies 156,769 Views
Reply to Unit Types in WOM Ideas

[quote who="landisaurus" reply="3" id="2070036"] I don't know if its really a good idea to catigorize this. I mean, what is "alien" in a world of magic exactly? have you seen a beholder? Like, that could be alien, magical, or beast. In another game, I'd probebly be willing to move it into magical or something. But Elemental is all about creating your own things. The reason that conflicts with the templates is because if you read some of frogboy's c

50 Replies 156,769 Views

Well this is the Elemental Ideas Forum so here's another one of my topics providing ideas for the game. Every unit can have one or more tags which characterize the unit. These tags can be used to provide the units with benefits or disadvantages for the types of terrain, weather, weapons, spells, etc., : 1) Humans: Probably one of the more common unit types, can be found in almost any location

50 Replies 156,769 Views

[quote who="Silicor" reply="24" id="2065717"]Cost is an answer, but I don't think it is a complete answer. It still is only a race, however, with the currency being essence it does create interesting tradeoffs. That's what I'm talking about. Creating tactical/strategic tradeoffs that players will have to make. This is much more interesting than a race. It also has to do with the criticality of losing a production space. If only offense matters, it makes the

70 Replies 71,896 Views

I agree with Tamren and Rhadagast ... one method I recall working really well was the unit placement of troops on the battlefield for Lords of Realm_2 . Yes that's an old game, but I recommend the same type of stacking be done for Elemental battlefields. Hopefully the developers can find the g

70 Replies 71,896 Views

[quote who="Tiefling" reply="14" id="2065493"] Stacking units is not just a means to build up an army but also a way of conveniently moving a number of units at the same time. If game mechanics are such that damaging units in a stack is more effective (because of splash damage) than damaging unstacked units, the obvious work-around is to spread units out. This, of course, means you have to move more units each turn, making it a lot less convenient than moving stacks of u

70 Replies 71,896 Views
Reply to Races? in WOM Ideas

I would love to get started on creating the 3D models now for Elemental yet I haven't heard any official response on what we need to know so they will be compatible.

21 Replies 19,512 Views

[quote who="timbur" reply="25" id="2065251"]DOWNTIME KILLS ALL! The most boring thing possible is waiting while others fight a battle. Anyone ever played the old board game Titan? That game had a strategic map and a tactical map. While a great game at times, large battles could easily last 30 minutes or longer. [/quote] I agree and this can be experienced within AoW:SM as well. It was also annoying how all players could view your battles.

34 Replies 112,548 Views

The killer stack problem in MoM does not sound like the problem was with the killer stack, but more a problem that the AI lacked the skill to cripple and then stop the killer stack. In AoW:SM human players would stop killer stacks with a combination of map spells and then battle spells while taking out key units within the stack. As you might have expected the AI opponents had less skill at stopping the killer stacks. So I would say the key is having a skill

70 Replies 71,896 Views

[quote who="GW Swicord" reply="3" id="2063357"] I agree, but I'm surprised to find myself interested in the idea of disguising units if there is still a possibility of identifying them somehow. [/quote] Of course we want methods of identifying the disguised/blurred units otherwise it'd be too powerful and become frustrating. Even with a few methods of identifying the disguised/blurred units it will still be powerful and useful. Being able to have

36 Replies 28,632 Views

Yes "real-time" in battles can become frustrating since the computer AIs can provide 100 different commands to 100 units within one second where the human player would be lucky to provide 3 different commands to 100 units within one second. This then becomes more of a test of how fast you can click the mouse and/or keyboard where careful strategic thinking is sacrificed. The only real-time strategy game I know which allowed for fair gameplay was the or

34 Replies 112,548 Views

I recognized the main page mentioned we'd be able to design our own creations via the Integrated Modding Environment during the beta in June. Perhaps only Stardock can answer the below questions. My question would be what can we do now while we're waiting? 1) Graphics? What type of graphic modeling tool(s) would be compatible? &nb

6 Replies 8,691 Views

[quote who="Ynglaur" reply="24" id="2061756"]I'll buy off on the idea of needing a spell. It's the concept of deception I like: the method of implementation doesn't matter that much. Alternately, it might be cool to have the color scheme seen be setup by player. Thus, I see my forces in blue and yours in red; you see mine in orange and yours in green. Seriously: how often do we say "look out for the blue army!" We usually refererence sides by name. Thi

36 Replies 28,632 Views

[quote who="Aeon" reply="13" id="2062484"]It might be interesting to allow artifacts to be damaged rather than destroyed in some cases. For example, a magical sword is shattered in combat. In order to reforge it, it has to be taken to a particular person or place. So, the breaking of an artifact would spawn an optional quest to restore it. [/quote] Excellent idea... I completely agree

29 Replies 114,619 Views

[quote who="landisaurus" reply="10" id="2060905"] this is especially true if the game works like MoM, where you could always spend mana to move to and from different locations. When a hero found an item, it showed (at location) heroes, and then had a price to teleport to anywhere else. [/quote] That's the same as AgeofWonders:SM... if you haven't played the game I recommend buying the game. Lots of features seem inspired from MoM.

29 Replies 114,619 Views

A good method of preventing a massive amount of items would be if the less powerful items have a small percentage chance of being destroyed during a battle. A low level paladin champion who is killed from a dragon should have one or more items which don't survive such as a holy wooden shield. Another idea would be if there was an easy trading system between players regarding items... say the items can be teleported for a small mana fee.

29 Replies 114,619 Views

[quote who="CapnWinky" reply="4" id="2059330"] However, I started becoming a little dissappointed how easy and disposable the artifacts really were. [/quote] Yes that's why for Elemental the more artifacts a player creates the cost should cumulatively increase otherwise the larger the map the easier it will be to mass produce items.

29 Replies 114,619 Views

I thought Age_of_Wonders:SM provided a good method for obtaining spells. AoW:SM you would choose your magic spheres and this decided what type of spells you could recieve. You would not receive all spells of one type unless you chose to master in only one sphere. When choosing a combination of spheres if you decided to place more interest in fire then you'd recieve more fire spells. During the game you'd choose from the book whic

21 Replies 63,903 Views

That's how it currently works within Dominions_3(Fantasy_TBS)... the more rare and powerful the item then it's more likely to be found at the end of battle. I would recommend playing its free demo for anyone waiting for the arrival of Elemental:War of Magic. In regards to items... I think a similar system should be introduced as what was provided by Age_of_Wonders:SM. Here the game editor allowed you to create any type of item which could be placed on a m

29 Replies 114,619 Views

[quote who="landisaurus" reply="9" id="2017155"] At a castle siege, they would be able to escape, so we can't have a case-all rule. [/quote] No... because even during a castle siege it could be an ambush from the owner of the castle. Where the owner has a few hundred gargoyles hidden against the inside of the walls. Thus the war machines do not escape. [quote who="landisaurus" reply="9" id="2017155"] really that isn't

86 Replies 76,059 Views

Well it's a great idea... but it has to be done in such a fashion which won't prevent human players from being able to use a change of clothing to trick or cheat another human opponent. For example if I had some Undead Black Knights which were extremely nasty and tough... it should not be possible to adjust a few colors and shapes so I could make any horsemen appear as the Undead Black Knights. If this is possible then a major problem appears of no

36 Replies 28,632 Views

Title of this thread should be Name Generator Request... World Builder Request is not as accurate.

12 Replies 7,538 Views

Here's a quote I found regarding the channeling magic... seems the magic shards will exist across the map thus allowing scalability for larger maps allowing for more strategic options. How those magic shards are found and then harnessed remains unknown. I believe Atari released a game awhile back which involved magic shards scattered across the map as well... called Dragon Shard or something... I remember reading the game was very buggy. This q

17 Replies 63,874 Views