First I'd like to give my opinion on some of the mechanics of the quest system. I agree with DivineWrath (reply 48) that quests should in general not be at gunpoint. There should usually be a period of time from when a quest is available and you can decide to act upon it. Even better is if it simply told you "A dragon has decended upon the citizens of Ember" in your event log, and then you could go choose to accept the quest from your log, or the inn, or simply go slay the dragon.
Cuddlelump
Awesome boogie! thanks for sharing :) I've seen Morale thrown around in a thread or two, was it cut as a stat? or is it simply a type of bonus or penalty that gets applied to a unit? Regardless, the stats are looking good.
Hey Boogie, I understand nothings set in stone until the game ships, I was just curious if you could share Stardocks current plans for overall unit stats in Elemental? Maybe even what ideas you've all been throwing around? If you can't share I understand, I'm highly curious though :)
Base Attributes: All default to 10. You get 10 points to add from this. Each point over 10 represents a 10% bonus to whatever it is applied to. So a strength of 11 would be Attack = Base Attack X (11/10). The wording is a bit unclear, will the stats also contribute to the empire? Or just the Channeler? History: · Hunter. (“game” food resourc
So far everyones been making great suggestions for various traits and backgrounds your channeler could possess to define him. But I think it'd also be interesting to give your channeler a motivation beyond the victory conditions. With that said, I propose "Ambition" as a category for customizing the Channeler. Some examples for Ambitions: Seeker of the Lost Arts: In your studies you've come across hints to powerful magics and artifacts that have long been forgotten. The
[quote]Regardless, I'll use your way to avoid confusion.[/quote] Yea, stats and attributes can be interchanged, I meant stats and traits, but my meaning was understood so I guess thats whats important. Sorry for the mix up reguardless. [quote]12 base att +5 Awesome sword +3 Long Spear -6 dual wiedling (basic) -4 dual wielding (length of weapons) +2 Frenzy enchantment +1 Morale bonus --------------------------- 13 total attack[/qu
[quote]Special abilities are individually coded and you'd save a lot of time just by having more attributes and then adding abilities when absolutely needed.[/quote] An attribute is an individual value that works within the games implemented mechanics. A stat being added requires alot more time and effort to get implemented and balanced to work properly without being overly powerful or underpowered. I do think a morale stat would be a good addition, without overly complicating t
Attack/Defense/Speed/HP/Essence mechanicly explain pretty much everything needed, the only stat I think that I'd like to see added is Morale. It looks like attributes are planned to be implemented with various damage types and immunties, and really attributes can take care of pretty much any type of flavor or diversity you're looking for. There are a several ways to implement morale, and personally I like the idea of it mimicking HP, and being a stat that gets widdled away by sp
Houses I think should be removed, and a straight population cap on a city should be phased out as well. Galciv2 had no pop cap and it worked well enough, and while that system had its own short comings that doesnt nessecarily have to happen here. This is a reiteration of what I've said before, though with some tweaks to the basic concepts. The primary stats a city would have are the following: Food - Food determines how many people can live in a given city. Food is either gath
[quote]I like the idea, but not the numbers[/quote] The idea is whats important, numbers can always be tweaked, so they are only useful for elaboration in this thread. [quote]- too much micromanagement with the different house types and the need to renew them to the new (and superior types) - the need to connect to ressource nodes forces snake-like cities that try to cover as much ground as possible - city spam is still possible and encouraged to take as
If I understand it correctly, continuous turns does not mean everything happening at once. What it means, is that the turns will occur on their own, unless you pause the action, or set it so that the game auto-pauses for you when certain things occur. If a continuous turn system is done right, you should be able to control it on a turn by turn basis if you wanted to. So in the end the collisions you are talking about wouldn't occur, at least not in the manner that you're e
Red, the current system does work, it simply needs to be tweaked and have its bugs fixed. I guess the point I'm after is that the current system lacks something I can't put my finger on, and is a system that has been used for awhile now. Interestingly enough, the city building system currently in place has alot in common with RTS base building mechanics. At least thats how it feels to me. What am I looking for in the city building? This is a question we should all answer
I made a similar suggestion some time back https://forums.elementalgame.com/369655 I just have this nagging voice in the back of my head that the city building can be done better. I mean the current system works, but sometimes, even if something works its still not quite enough.
Funniest situation, ever.
I'm so very pleased to see that the engine is being created so thoughtfully. I think some people are forgetting, or simply don't realize, that a game engine isn't nessecarily an FPS engine, or an RPG engine. A game engine is only limited by what its creators designed it to handle. If a game is an arrangment of parts, then the game engine represents all of the available parts to build the game. Even if two games use the exact same set of parts, if they are put togethe
hmm interesting thoughts red :) [quote]I would just stick to the system that is already in the game. You build a building and that's all.[/quote] Part of the reason behind having tiles and improvements seperated for me, was to make improvements more meaningful and something you need to consider thoughtfully since each improvement would have postive and negative effects on a city. For instance, a community tile, represents where people live more densely and spend their free tim
Is the current city building model a place holder? It feels rather cumbersome, and a bit uninspired as it is. I found myself just tossing down buildings without much thought other then, I want a bigger city, spam houses/estates! So I sat and pondered it for a bit and these are the thoughts my brain produced on the matter! PO
[quote]The success of Sins or Demigod have been because at the core, the basic concept and design is relatively simple. Simple is good it works for the most people. [/quote] Simple is indeed good, in a game where you have to react instantly to whats going on, like a Real time game such as Sins and Demigod requires. Being a Turn based game, Elemental has the luxury of allowing the player time to consider what they are doing. In this case, simplicity isnt necessarily the bes
There are so many ideas floating around in here, its really great. Whatever choice they make, I hope it accomplishes a couple of important things well; giving deep and rewarding economic gameplay, and strategic economic choices for the player both in their own empire as well as in their dealings with other empires. What I think is important: 1. There should be 2 types of resources, raw/natural (wood, metals, grain, etc) and manufactured (weapons, potions, etc).
I'm a fan of Camp 1, but despite that, I'd suggest going with Camp 3 and setting it up to be easily expanded or downsized depending on feedback during beta. Why Camp 3, when I personally find Camp 1 more compelling? Because I understand the difficulty of setting up an interface to manage that much information well, and still be fun without overwhelming the player. If you can automate the entire process of resources being produced and shipped around. The player simply decid
I really don't pay reviewers much mind, the only games they really influence me on are games I never really intended to buy but had my slight interest. Demigod is actually one of those games, and I'd honestly buy it now, if it weren't for the fact that I'm broke. Even with GS's review, overall the game seems well recieved despite its launch issues. I usually don't discount GS's reviews anymore then another sites, but for the various reasons already stated above, this particu
I doubt a computer generated story could bring the same kind of creativity and interest a story written by a person has. But if they included an event calander with Elemental as well, one that records a variety of information, tech research, battles, victories, defeats, heroes recruited and their advance ment, quests, etc, with filters so that the player can exclude items based on when they occured or the type of event, I think that would be fantastic. This event log would make
The basic concept is that Quests should interact with Random/Mega Events. Whether thats a quest to start an event in the world, or to stop it, I think it has alot of potential. You could take it even further and have multiplayer quests, either competitve or cooperative. For instance, you could have each faction recieve a quest to get a magical item, and whomever completes the quest first, gains the item, which causes a minor beneficial event to occur for them. Or m
In GC2, random events and mega events were there to stir the pot, and change the situation in the current game, often times dramaticly. And while I do enjoy the variety and uncertainty these bring, and the ability to destablize the balance of power they could be much more interesting in Elemental. My biggest issue with random events, is that there is no way to prevent them, and there is generally only one way to deal with them. An allies leader is assassinated and you're implica
[quote]They will almost never do the thing you want them to do[/quote] That has to be one of the truest things said about good RPers I've ever heard. The hardest part is learning as a DM to not punish your players for thinking for themselves. Once I spent a good solid week, planning, and creating all the material I'd need for a dungeon, it was a good 4 to 6 sessions of material. Upon reaching the entrance of the dungeon, what do my player decide? That they'd prefer t