[quote who="landisaurus" reply="8" id="2053183"]Yeah, I'm usually happy with just having a per-turn auto-save rather than everytime I change focus. I mean, honestly, if I loose a turn worth of work, I'm not going to cry about it. Maybe also save after every battle, and then you'd be pretty much set. [/quote] Well losing one_turn of work during mid-game on a very large map of Dominions_3 could mean 2+ hours of lost work. [e digicons]8C[/e]
NTJedi
[quote who="pigeonpigeon" reply="10" id="2052609"] 5) 6) 7) Etc., Etc., I like that option! [/quote] Yeah "Etc., Etc.," are those are other ideas the developers or someone else may feel can be included. :)
[quote quoting="post"] This was an early engine test. The guys made me promise to put a disclaimer that the final game will not look like this and that it’s MUCH better looking than this. [/quote] Great or Superb graphics can wait... the most important parts of a game are the features, game stability, content, game balance and optional settings. Few of the fantasy TBS gamers would place graphics in the top three.
I'm sure the developers have already organized the usage of essence. We must also consider that the essence either needs to scale according to the map size or have some method of obtaining additional essence within the realm otherwise a very small map and a very large map would have more narrow strategies. Ideally this should be one of those game options which can be decided before each game begins: 1) Fixed amount of essence f
I estimate a good mix from the way Age_of_Wonders:SM and Dominions_3 did their magic systems would provide a satisfying result. In Age_of_Wonders:SM you had six spheres to chose for magic at the start of a game and could specialize in one type or mix them as desired... it was possible to collect the other types of spells but only from quests or special structures called magic vaults. In Dominions_3 every spell could be eventually researched, but only mages with
[quote who="pigeonpigeon" reply="7" id="2048082"] And I will say it again: extra benefits like more experience or whatever - go for it. But extra features? Only if you want to jade the majority of your customers. [/quote] The experience or magic find bonus is a minor reward, but does not make the game easier than non_hardcore mode because in non_hardcore mode the character or party is either immortal or has the option to reload after mistakes. Game dev
[quote who="pigeonpigeon" reply="4" id="2047879"] Quoting NTJedi, reply 3 In post 3 I asked for a hardcode mode to satisfy both groups and added the suggestion to include some type of bonus for playing hardcode mode as seen within other games such as Warlords Battlecry 3(RTS). Heck the developers of Dominions_3(TBS) did not want people using save/reload cheats and thus purposely left out the save cheating option completely... you can still save
[quote who="Aesir Rising" reply="2" id="2047497"] I'll never be as brave as you, you hard-core gladiator of RTS games. I'm too busy raising a family and volunteering to serve my country. [/quote] I'm also raising a family and work a technical career where I need to be available 24X7 or major companies such as GE can lose a hundreds of thousands of dollars or more because a server is down. With my limited time I choose not t
I strongly recommend the original Neverwinter Nights for RPG gaming... thousands upon thousands of new realms created by gamers available for free download. If I ever find time I'll check out Kings Bounty which several mentioned was a good TBS.
[quote quoting="post"] It's nice to have games to look forward to that aren't just going to be dumbed down, sloppy console ports. So thank you Stardock/GPG. It means a lot. [/quote] This is very true... anytime a game is made compatible with a console game it's overall development options become more limited. This includes important features such as rendering of graphics, game editors, patch updates, game c
[quote who="Aesir Rising" reply="21" id="2045030"] The point is that you can't force someone else to play the game you like to play. Think this through: Let's say they put in an at-will available any-time save function. How does that mess you up? That's right: It doesn't. [/quote] Playing games using the save/reload to change the future and provide yourself a benefit is cheating. Even singleplayer gamers should be discouraged fro
Well the point is that many gamers assume it's not cheating and they continue playing games without experiencing the joys of being the underdog and making a comeback. They also have an overall weaker gameplay because living on the save/reload crutch. I'm sure there's many who even consider trying multiplayer in the future... and we don't want them dropping_out in multiplayer because they never had the courage to lose in singleplayer games. &n
[quote who="Ephafn" reply="18" id="2044137"] I hope this won't degenerate into the "5 commonly used, 15 seldom used, 80 never used" syndrom. I guess having different mana for each schools will incite the player to use spells from different schools, but still... [/quote] The best way to prevent this type of scenario is by creating more of a rock < paper < scissors < rock yet more than the three variables from my example. So for an
[quote who="blackwhitehawk" reply="10" id="2044078"]Why is it anybody business how i play single player. Calling a player a cheater for saving and loading is just a little stuiped. All their doing is playing the game the way they enjoy it. If you do not like it then do not do it. Thats pretty simple. And if anyone calls me a cheater for accidentally hitting the the wrong button and losing a entire army. That forces me to reload really has some issues. [/quote] When anyone reloads a sa
[quote who="pigeonpigeon" reply="4" id="2041812"] [quote] NTJedi, reply 2 As I wrote within another topic... as long as gamers have the ability to add and/or change to the existing spells and techologies the game will have massive longterm potential ! [/quote] Nonetheless giving gamers the ability to add or change existing spells and technologies (or anything else, for that matter) is no excuse whatsoever for developers to release a game
[quote quoting="post"] Last thing, I'd suggest a system protection to disencourage save-load cheat. [/quote] I agree and Dominions_3 by default prevents the save-load cheat. Unfortunately there are those singleplayer gamers who are spoiled and live off a crutch of reloading a previous save which changes it from being a game into being more of a storyline where you know you'll win. To satisfy both groups a HARDCORE mode
Hopefully the beta testers with 64-bit OS systems will be testing the very very large worlds to squash any heavy memory usage bugs and large map world bugs.
As I wrote within another topic... as long as gamers have the ability to add and/or change to the existing spells and techologies the game will have massive longterm potential !
As long as gamers have the ability to add and/or change to the existing spells and technologies the game will have massive potential !
[quote=Frogboy] Quests Unlike previous strategy games Stardock has developed, Elemental will have optional quests. How in-depth these get will really depend on how much time we have. But ideally, we would like players to be able to see their sovereign as a quasi-RPG unit that can go out and deal with a particular quest. There would be a huge, and ever growing, quest pool for the game to make use of. We are budgeting for an initial quest p
Good Ideas Aeon... one which I would like to add which is popular on Dominions_3: 7) Hall of Fame: Commanders/Mages with the most experience and kills recieve a Heroic Ability... for the game Elemental it would be Champions instead of Commanders/Mages. These heroic abilities provide a special ability such as Fear or Ambidexterious or an ability can also improve one or more statistics.
[quote who="Luckmann" reply="2" id="2035612"] [quote] Jedidude: Even with the continous turn system my questions still stand because a situation can occur where two champions fight each other in combat only to realize they cannot harm each other. As I wrote earlier ideally the gamer should be allowed to decide the limits before a game is created... or even better would be adjusting these settings before a saved game is loaded. 1) What's planned for the &
Each time long distance travel is being used via spells or portals there should be a cost based on the overall strength and the number traveling to prevent RUSHERS from dominating the game with capital blitzes. Example: If player_A starts near player_B then by rushing player_B kills and acquires his territory and resources I would prefer time to build my empire(player_C) and defend m
[quote who="Luckmann" reply="24" id="2035553"] Edit: Just to clarify in the term jungle. Continuous Turns is when you do your moves at the same time as your opponent - but you still have to do every single move. This still means that your opponent and you must all finish their turn before turn change (unless there's a set time limit on turns). Civilization 3 had this system as an option in multiplayer, for reference. I think Civ4 does to, but I haven't played it in multiplayer. Sim
Other related Battlefield Combat Concerns: 1) What's planned for the battlefield turn limit? Hence how long can a battle last? 2) What happens to the defenders and attackers which cannot retreat from the battlefield after reaching the above unknown turn limit? These two questions concern me because in Dominions_3 it's setup to force a retreat on the attacking group after X amount of turns which isn't that bad, but the ugly part