Vordrak

Vordrak

Joined Member # 2416211
17 Posts 89 Replies 961 Reputation

Hmm. To get back on topic, I would like to suggest that one of the things I liked about MoM is the er.. snowvball effects. Simply put I am not against the snowball effect as long as it does not happen too early. However, some effects like building up an unstoppable hero or obtaining the armageddon spell did have a snowball-ish effect. As I recall with sufficient time you could equip a high level hero with artefacts and enchantments enabling them to have a move of 9 and to defe

95 Replies 289,098 Views

[quote quoting="post"] There would be AI players in the game but there would be only tactical battles in this mode when attacking other humans. This way, players don't wait around very much. [/quote] Question. If there are tactical battles in the Alpha, how will they work? Will there will be tactical battles with full graphics in this mode, or will they be abstracted to the cloth map as well?

26 Replies 74,694 Views

Looks cool. I like worlds with lots of islands. I do have one question though, which I will direct at you Brad as I know you do the AI. One great let-down of Master of Magic and other games was that the AI was bad at handling complex maps or islands. Can you confirm that the AI in this game will be flexible and able to handle diverse maps and islands?

47 Replies 107,026 Views

I am in camp 1. The key here will be good UI. Bear in mind that managing this will be many small decisions, not one shot setup of some horrendously complex web. Basically, when on a town screen you decide what you want to build. For each option all the ingredients get shown - in green if available and red if not. As you assign resources to be shipped to the town the colours change. If a resource becomes unavailable temporarily because a shipment get

565 Replies 1,541,238 Views

Regarding your post in the Journals, please clarify? Questions and Comments [quote quoting="post"]1. Multiplayer games will be hosted by us. Period. No peer to peer. Not even hosted on the user’s box. Our servers. No ports, no proxies, nothing. We’re hosting it. We are revisiting the way the economy works in Elemental to simplify it.[/quote] I have some

22 Replies 19,342 Views

Questions and Comments [quote quoting="post"]1. Multiplayer games will be hosted by us. Period. No peer to peer. Not even hosted on the user’s box. Our servers. No ports, no proxies, nothing. We’re hosting it. We are revisiting the way the economy works in Elemental to simplify it.[/quote] I have some questions about this. Firstly, on multiplayer I am not that

150 Replies 256,071 Views

[quote who="BoogieBac" reply="12" id="2212401"] Not all spells cost essence, just the ones where you're 'creating' something or 'imbueing' something (at least from my understanding). You'll have MANY spells to cast that dont sap your essence, but the ones that do will be considerably more potent.[/quote] Question ... so we can basically make cool visual effects for spells, but how about managing their in-game mechanic effects? How do we edit what the spells do</e

81 Replies 289,274 Views

[quote who="BoogieBac" reply="23" id="2130148"](i): You gain more essence as you go up in levels, but once you spend some essence, that bit is gone forever. The real trade-off is, in later game, the guy that freely spent his essence building an army and spreading his control will be a shirivled weakling compared to the guy that horded it and only spent is as necessary.[/quote] Cool. (1) How will that scale with map size? (2) Will levels be capped or uncapped?

109 Replies 356,356 Views

I don't have any concerns and neither should anyone else. Beta 0 is not even out yet.[quote who="BoogieBac" reply="11" id="2122664"]For every 'non-human' race we'd add, guess what we'd have to do? That's right, make 1000 other peices of armor to fit THAT body type (probably 900 once we find peices that 'mostly' fit).[/quote] Boogiebac. Can I make a suggestion? If this game is good, I would happily pay the same again $30-40 for an expansion pack with extra art content a

109 Replies 356,356 Views

[quote who="Ron Lugge" reply="13" id="2107564"] Almost all the world in this map is linked by land, except for the small landmass in the middle. Can we be reassured that in Sandbox games the AI will be comfortable with using boats and islands. ... ? With SD? Yes! [/quote] I'm pretty sure, but it would be nice to hear it from a developer.

19 Replies 97,416 Views

Great, *** BUT *** Almost all the world in this map is linked by land, except for the small landmass in the middle. Can we be reassured that in Sandbox games the AI will be comfortable with using boats and islands. ... ?

19 Replies 97,416 Views

Here is my list ... (i) Land altering spells. I think these should be general, irrespective of school or at least possible to obtain in most games. You should be able to alter the landscape to suit. (ii) Chaos Channels and Black Channels. In MoM you could use Chaos Channels to create winged, living boats. :) (iii) Flying fortress. I liked that spell too. (iv) Regeneration. (As in MoM, grants HP regeneration in combat and also grants resurrection of the uni

39 Replies 149,154 Views

Of course, the answer to this question may well arise from the beta. If essence is too limited (for example on large maps) we can doubtless give feedback.

17 Replies 63,834 Views

Hopes Excellent customisation, allowing a really wide variety of buildings and units to be created. Good AI Lots of different spells Widely varying content Worthy successor to MoM and AoWSM Fears Customisation is constrained e.g. limited number of building materials. Any building you want so long as it is wo

44 Replies 113,792 Views

Like it. Agree with earlier post about the shadow angles (multiple light sources?). Most medieval cities had the fields outside. However, there were exceptions. My main interest will be the flexibility of the building customisation (can we have buildings made of crystal / flesh / mud / trees) ? Are all these buildings customised then?

75 Replies 255,685 Views

I imagine that logically, there might be some way to make the amount proportional to the map size. You might start with more on a huge map. There might be other ways to to increase essence. For example, based on the back story it should be possible to drain it out of some NPCs like dragons, whose number is proportional to the map size. (Say).

17 Replies 63,834 Views

[quote]Other than aesthetics, does hiding your components serve any purpose? Some of the lasers *are* pretty ugly, and I'd never thought of hiding them before.[/quote] No, just aesthetic. As a suggestion for Brad, for Galciv III, I often thought they should dispense with 'functional' components entirely and just have jewellery and maybe points to attach effects. (e.g. emission points for guns, and lights for engines etc.) They are spent money on buying art for ugly

60 Replies 207,356 Views

[quote who="landisaurus" reply="13" id="2045141"] I sometimes hid my lasers inside my ship when I could. By butting down a large block, then putting down the laser, then putting another block down on a nearby 'hook' OVER the laser. (i don't know what else to call them. the little bits that let you attach different parts) [/quote] Yep I did the same. Couple of other techniques which were useful were ... (i) Shrinking th

60 Replies 207,356 Views

Hi, Question for Brad then. ... ? Can we have different materials (e.g. flesh / crystal) for the customisable buildings etc?

60 Replies 207,356 Views

[quote]It seems to have an Orky feeling though.[/quote] Yep, looks like Warcraft / WOW Ork architecture. Can we have some variety? Maybe some fallen with posh buildings please. (A la Dark Elves or something?)

60 Replies 207,356 Views

Just for interest, Master of Magic had 210 spells in total. So 200 spells is that ball park, but I feel 100 spells would be too few. (Hey ... make it 21 spells per side ... :) ) The number of technologies per race is similar to MoM and probably slightly more than Age of Wonders II: Shadow Magic. A key issue with races is that unit types will be designable. Therefore, variety of components and secondary powers will be an issue (e.g. healing, teleportation, flight). I ha

39 Replies 174,825 Views

This is a question arising from Brad's recent post about text assets. Depending on how you read Brad's post there are between 100 and 200 spells in Elemental (10 per side or 20 per side). To put this in context Master of Magic had 210 spells, a variety which was one of the reasons it was so popular. (1) Can you clarify whether you are aiming for 100-ish spells or 200-ish spells? (2) Can you let us know what variety of secondary powers may be available for troops (for e

29 Replies 34,119 Views

[quote who="landisaurus" reply="2" id="2039704"]is that 1 tile? I was wondering. A little bigger but with nothing on it would be a problem for several reasons. If it was MUCH bigger, and you didn't need resources then perhaps it would work, but ; [/quote] When I said a little bigger I was thinking of a small island. Say the size of the island in the original Master of Magic Demo.

13 Replies 13,225 Views

Hi, In the recent post by BoogieBac he showed a picture of a city on a single square, with the heading 'Do Not Allow This'. That is fair enough ... a single tile in an ocean is not an advantageous start ... :) BUT if that island had been somewhat larger, why not? [e digicons]:)[/e] One of the very few negatives I found with Master of Magic was that all the AI civilisations were usually on the same continent and almost never used boats. Can the developers c

13 Replies 13,225 Views