https://forums.elementalgame.com/416110
Winnihym
Upgraded pioneers can shop, too, apparently...
At some point, Brad had mentioned that individual mundane (ie, non champion) units could be empowered to cast a single spell, like heal or fireball or what have you, making, in essence, specialty casters for the battlefield. I've not heard anyone report on these, yet. Did they make it into the beta? Are they traits that are unlocked, or an enchantment, or an item? Inquiring minds, blah, blah, blah.
I think that idea has merit from a standpoint of ease of managing your traide,s mq, but it makes it hard to think about how you could hold trade routes at risk in a war situation (or even from the creatures of the wild). Could you lay out a mechanic that allows for trade route disruption in the "trade screen" setup? Maybe we reimagine the whole concept of trade. Here's a thought: Each level of city earns a number of "trade points". Let's say one per level.&
One second apart. Great minds, jpmcconnell... :)
I'd actually be in favor of going back to the tried and true method for trade. Give pioneers the "roadbuilder" trait, let them build roads whever you want (1 turn/square in faction lands, 2 turns/square outside, 4turns/sq in swamp, desert, 16turns/sq over mountains (have to be able to move onto a mountain square to do that, though). Make it an "improvement" that adversaries can destroy. If a road connects two cities, give a 1%/level of the city trade bonus. Make pi
I didn't get cancer, but I got another, unpronouncable disease. Is there an issue with me having different hardware than Heavenfall?
Jawbreakers.
"Elemental: Carcinogenic Enchantress"
[quote who="seanw3" reply="12" id="3053855"]The Sith Empire is a combination of both light and dark sides of the force. As is the Republic. The only difference is that one of them is lead by politicians and the other is led by the undefeatable will of the Emperor. [/quote] You might say that being on the dark side or the light side of the force is therefore Sithuational. *coughs*
Wait, SWTOR cures cancer? edit: I suppose, in light of the above comment, that it would be more accurate to say that SWTOR, when played properly and combined with diet and exercise, can help reduce your risk of cancer.
Not quite on topic, so I apologize. If you haven't seen it, this is a great little video sequence over at PA (now, that is) produced by James, Dan, and Allison. It occurs to me that this episode: http://penny-arcade.com/patv/episode/the-pre-production-problem would be one, in particular, that Jon, Brad, and Derek might be able to comment on, since they made the ch
Yes and Yes. Not necessarily, gameplay trumps graphics.
Absolutely. At a mininum, when you select the unit. A nice addition would be a global button that was "show all unit paths" click on and off, so you could look at your grand strategy for unit movement.
Don't listen to Xia; he's lost all his sense of wonder since they didn't include his pwnies.
The other thing you might consider as a disincentive to the save/reload is a "hardcore" mode; where saving is limited to exiting the game only. Give a score bonus (or a resource or luck bonus, as discussed above) if you're playing in hardcore mode.
I'm going to pay you guys the highest compliment I know. That tactical battle looked just like Master of Magic. Only better.
[quote who="Frogboy" reply="10" id="3044516"]Quoting Winnihym, reply 4Thanks, Brad, this is a great overview, and shows the design intent of Jon and Derek well. What I am really eager for news on, simply due to the lack of discussion on it, is news around how individual units will get magical skills or buffs (fire swords, or the ability to cast heal a la priests, or fireballs, a la warlocks). Is such a capability in the cards? Already in. We don't call them pr
Thanks, Brad, this is a great overview, and shows the design intent of Jon and Derek well. What I am really eager for news on, simply due to the lack of discussion on it, is news around how individual units will get magical skills or buffs (fire swords, or the ability to cast heal a la priests, or fireballs, a la warlocks). Is such a capability in the cards?
"me" is mispelled in this text. Unless you meant Mademoiselle, "mme".
[quote who="StevenAus" reply="42" id="3039751"]I see what you mean, and I tend to agree with you. But I think there does need to be some high-level magic that can remove some of the negative traits, given enough time, resources etc, so for the most favoured champions, you have a chance to remove the worst debuffs. [/quote] Yes, this. There should be high level, diffucult and costly magics to remove debuffs from these assets. The alternative is that, as they beco
My understanding is this is more or less what is involved in the city level up system in order to establish city uniqueness; city perks on level up will allow for unique buildings to be built within the city that bestow some bonuses. To something. Somewhere.
Maturity. Slower eye-hand coordination and reflexes, but a more nuanced understanding of the world. Welcome, Draginol, to my world. You know what we find fun? Turn based strategy games.
Get yer hands off my beta, ya dirty ape!
There's no health bar over the rock elemental thingie in the second figure because it is infinitely long...