That is the thing. With the factions above, I could see them working the way I describe (they are like a faction with inventories and money that spend money like I mentioned) largely within the existing mechanics. The real bastard would be getting them to balance between the various factions and making sure that they are fun and useful, not just annoying (which they have the potential to be if not done properly). Adding minor factions in this way strikes me as very inno
lwarmonger
[quote who="Wraith367" reply="3" id="3290230"]The idea sounds interesting, but not really thought out how it would work in game. Having heroes randomly running around attacking you, killing your units or taking monster xp would actually be quite annoying. Most of what you want to include sounds like it could be broken up into two simpler to implement steps [/quote] Good points, but I did choose my words fairly carefully. Note that most of the attacking is done against other
[quote who="Frogboy" reply="2" id="3290225"]This is a good post to make this comment: We DO read all this stuff. 99% of the time, we don't respond. But we do read it and talk about it. Thanks![/quote] Thank you for the feedback! Much appreciated.
Elemental originally had such promise, however as everyone here is very much aware I am sure, fell far short of that promise in execution. I just got back on board with Elemental Fallen Enchantress, and have been pretty impressed thus far, but in implimentation I think that now that you have a solid game, there is an opportunity to fulfill some of the original promise with expansion packs designed to bring the world of Elemental alive. </
Lets hear it for economic camp 1!!!!
[quote who="Gravedancer" reply="7" id="2782380"]Thanks for the information. One thing I've been wondering about, with Galactic Civilization II, the expansions were spaced out roughly a year apart. With the second expansion scheduled for 1Q2011 that doesn't seem to leave a lot of time for new development. I know you've said you're committed through 2011 but compared to how long you guys worked on GC2 it doesn't seem like there's much of a future. When you said
Too much input is not elementals' problem. Neither is trying to incorporate everything. The two biggest problems have been not staying true to their original plan for the core concepts of the game (massive scope, living world, player's kingdom is one part in many in the game), and NOT paying attention to consensus opinion regarding input on the state of the game and how to make it better. I've been offering input from the start, and there have been several things (the econom
I have been posting since the start, and in numerous threads, so let me just say this. I completely agree with Tasunke's post #40. Those suggestions add depth to the game, balance out the resource problems (namely the problem of you the developer's having to give everyone some of gold mines, lost libraries, ect on the map in order for them to accomplish anything) and most importantly, give the game that living world feel that it so desperately needs.
Dominions 3 was a bit better than AOW insofar as magic goes.
[quote who="Krauser" reply="2" id="2776393"] I'd love to see huge overworld spells. As I've mentioned in another post, create big spells that require shards that have a HUGE impact on every empire in the world. Cast an "Ice Age" spell that reduced all competing empires food production but required 50 mana to cast and required 2 water shards to cast. Have a spell called "Tectonic Activity" requiring 2 fire shards and it would cause lava spewing volcanos to start ra
After the release, I took a bit of time away from the game to see how the faults were resolved. While many of the bugs are gone, the gameplay faults remain, and some ones have popped up as well. First, resources. As a player, you can't live without certain resources. Namely food, knowledge points, and gildars. Arcane points also get really important once you start dabbling in magic. Right now you can only create little 1 point buildings for these items, a
[quote who="Serapth" reply="49" id="2749741"] People just love being told "told you so!", even more so when the person actually... didn't. So, basically, are you just salting wounds? Tons of people buy games day 1 based on the developers past releases. [/quote] That is true. However "I told you so" is a very justified attitude for a lot of people on this forum. Elemental promised a lot of things that it failed to deliver, basic premis
[quote who="MetaNerd3ooo" reply="1" id="2705369"]They have irony on their side. [/quote] Fantastic.
Agree! And this is something that could be tied into a loyalty system (when implemented).
First, Beta 4 is much more like a game than any of the preceeding beta's. It really is amazing how much can be done in a week, and that is a real testiment to the moddability of the game engine. Now for the concerns. The world doesn't seem "alive" yet. It certainly is more alive than it was before, but there needs to be a bit more to do. I think that interactive quests (ie quests that come from player or NPC created structures instead of random buildings) wou
I'm interested in assisting in the expansion of NPC's, namely tweaking AI and gameplay so that they do more than just wander around. Since it has already been stated that each one has its own AI, there should be a substantial amount that can be done with this, especially if money can be tracked per character. What I am thinking is enabling them to start their own businesses, interact with players on a contractual basis, and gradually develop themselves based on their character t
Sword of the Stars had some pretty lousy voice acting too.
Bows should also scale up dramatically in effectiveness with both numbers and type. Shortbows should be an annoyance. Longbows should be highly effective. Longbows with bodkin arrows should be lethal.
I think the better way to handle this is to enable champions to gain experience from other than killing. But that is simply beating a dead horse at this point.
I think this is a good trade mechanic. I would support this.
I like that idea. I just think that having each character class play differently, which you showed a good way to do that, is important for immersion. And play differently with how they interact with the world, instead of just how they improve and act when you the player owns them.
[quote who="GoaGalneGbilski" reply="11" id="2687247"]Larger empires shouldn't be dumber. Quite reverse. They can feed a larger population of craftsmen who stand for most research. They might have a penalty to arcane knowledge but not to research. They will however have to research mostly civic, military, and diplomacy to fully exploit the advantage of having a big kingdom, and to avoid losing their edge towards other large nations. Magic makes the whole realism thing iffy but anyon
[quote who="GoaGalneGbilski" reply="3" id="2687259"]Wouldn't this mean that levelling is even more mandatory for sovs and champions? And since we only get xp by killing monsters... Well you should see where this is going. If levelling will be even better, then there needs to be other ways to get xp. [/quote] Agreed.
[quote who="Symondus" reply="18" id="2686670"] Actually. Why not? Because typically its not fun when your carefully created empire breaks apart and you can't do anything aganist it. Especially if you are on your hard earned way to victory. So making it more difficult to archieve a powerlevel that dominates all other nations is good design, arbitray penalties because you did overcome the competition is not. Europa Universalis, e.g., had techs getting more expen
[quote who="TheBirthdayParty" reply="16" id="2686632"] Quoting riadsala, reply 3 Maybe the rat quest is meant to be an in-joke? The game felt a lot more King's Bounty than I was expecting. Whereas FfH2 does the whole dark, dangerous fantasy world thing a lot better. What's FfH2? [/quote] Fall From Heaven 2. A mod for Civ 4, one of the best mods made in the history of PC Gaming. Very dark.