Cuddlelump

Cuddlelump

Joined Member # 2416627
11 Posts 70 Replies 7,600 Reputation

[quote]Jobs, spouses, offspring, friends who could care less about games, they seem inevitably to trump any effort to have a regular RPG night.[/quote] All too true. Its not easy to do, but it is possible, the trick is to get as many of said people to be apart of the group! One of my last groups was myself, my gf, my best friend and his fiancée, and then another couple we all knew from college. It was great fun. Work schedules still made it troublesome to get

11 Replies 42,557 Views

[quote]Total table-top bias, I admit.[/quote] Honestly I'm a huge table top fan, before I left home, I ran 2 weekly games. But obviously I cant "DM" a game for everyone, so scripting a story and trying to give folks "choice" is about the best i can hope for. If its possible, I'll most likely end up doing both. hehe

11 Replies 42,557 Views

Hmm an "Overseer" would allow something of a table top RPG to be played depending on the amount of flexability. Which would be a fantastic thing if its possible, and I'd be thrilled to see it happen. But its not quite what I was talking about really, I was thinking of making more of a Baldurs Gate type RPG. What I'm interested in seeing is just how "open" they make the game to modding. I know many games modding communities have disolved and lost fantastic modders due

11 Replies 42,557 Views

I watched the tiny video of elemental at GDC, and an idea struck me, an rpg using elemental as its medium. It would obviously have some issues, since I'm unsure how interiors would be handled or if its even possible. But the unit creator and the basic engine look fantastic for conversion to an RPG format. The question really comes to, how much flexibility is there going to be? Will the tools and engine only allow us to add items, resources, races, monsters and other items

11 Replies 42,557 Views

[quote]Seems unbalanced if the cats, bats and rats have the same hitpoints as an untrained human. For example if my best friend punched me in the chest with his best punch naturally I'd still survive, yet the same punch would kill a cat. I would believe hitpoints to be more linked with the size of a unit since a trained human would suffer the same damage as an untrained human when struck with any amount of lightning damage. [/quote] The thing with Hit Points in this case is that the

53 Replies 124,430 Views

The leadership as its suggested, or at least as I understand it, feels a bit shallow. I'd prefer leadership to give more straight forward bonus's to the units, higher offense, defense, resistence to fatigue, better morale, etc, or perhaps some sort of combination. Also, if its not planned, you're standard bred and trained Generals should be available, either as a unit you make, or as an evolution of a unit after experiencing many battles and some luck. If heroes/genera

104 Replies 350,967 Views

I for one support them being "Too Revolutionary", and I've showed this by already submitting a preorder. Considering how far into development they are on this game, I'm fairly certain that at one point it was even more Revolutionary and has been trimmed down alot. Could Stardock miss the target on this one? Of course, thats always the risk, especially when you are trying to do something as ambitious as EWoM is trying to be. But risks are apart of being a buisness, and honestly, if

28 Replies 19,162 Views

Sorry if I came off harsh, I just have no sympathy when it comes to poor losers. But moving on to other things, I do agree that the way the game tends to rate statistics are often a bit clunky. I've had instances in GC2 where I could field 15 ships for about 10 turns consecutively, ships that are straight up the most powerful ships in the galaxy, and have several fleets worth in play and the AI still is trying to get me to pay them tributes and being hostile to me for my "weak" milita

18 Replies 23,945 Views

Well sorry to brust your bubble, but, if someone beat you with an enabled victory condition, they beat you fair and square. And by defeating you, they proved to be the superior player. Because despite having a weaker army, despite having an overall weaker civilization as you say, he still managed to be victorious. And if that isnt the very definition of a superior player, then I dont know what is. What it sounds like to me is that you're simply sore that you either didn't th

18 Replies 23,945 Views

I also thought of a second way for research to be done, the could satisfy both the desire for randomness, while still keeping victory to skill and not blind lunk. The basic structure is a bit simplified over all. Instead of researching a specific spell, you research a school, and advance your knowledge in that school. There are a few basic tried and true spells, that you will always gain access to in each school at every teir of advancement. At the same time, you are

21 Replies 63,836 Views

I'm not a fan of complete blind research. Its not intuitive and its not all that natural, and generally makes for disappointing sessions when you get a string of bad luck with your dice. Yes some discoveries have been made on accident, but its hardly the rule of scientific advancement. As Tamren said: [quote]If your a chemist trying to make fizzy soda, its *possible* that you discover gunpowder in the process. But more likely you will learn to make fizzy drinks.[/quo

21 Replies 63,836 Views

Thanks Berryman, I did actually end up figuring it all out on my own. But in the end the point of the thread wasn't about whether it was possible, but how easy and intuitive the process was. I'm hoping the beta will play a big role in getting the UI into a nice smooth form, and stardock has shown that they listen to their customers when valid points and concerns are made. I'm hoping that Elemental has a feature generally found in RTS games which lets you select multiple ob

17 Replies 9,098 Views

So, wanting Elemental to come out has left me itching for some TBS gaming. So I pulled Galciv2 TA back out and started playing again. First let me say, that I love Galciv2 alot, its a great game without a doubt. However, with that said, I found a few pieces about the UI rather cumbersome, and couldnt help but think, if only this had been done differently it wouldnt be so bothersome to do. A few of the main things are as follows: Managing towns, at times can be

17 Replies 9,098 Views

Its interesting to see where this question led. My original intent was that people would post magic systems based on how they viewed magic working in the world, or their own world. Instead what happened was a more philosophical debate about what the real defination of magic is. I considered trying to redirect it but decided this was too interesting to interrupt. Anywho, its been a very fun read thus far.

28 Replies 18,342 Views

I've asked this question to some family and friends, and got various results, some more similar then others, while some were completely on their own. The question is a simple one, it has no real right or wrong answer, what is magic? To be more specific what is magic to you? As in, if you lived in a world where magic existed, what would define it? How would it work? What limitations would it have if any? Who could learn to wield it? And so on. I'm curious to see the

28 Replies 18,342 Views

Like several people have said, the steamroller effect is nessecary, otherwise a game would never end. There has to come a point where one person has a considerable advantage over the opposition and wins the game. The question is instead, how do you delay that effect until the appropriate time? Personally, I think implementing supply lines and other similar elements are key, but I've never seen them done properly. Basicly the idea is that your army needs supplies, food, w

30 Replies 149,509 Views

The individual pieces of this game keep growing more and more tasty. I'm confident you guys can pull them all together and make an amazing game. Looks great :) Though I do have one question. You talk about the physics engine future-proofing the game. How much more detail could we expect on a higher end system? Or even a future, say 5 years, high end system? I ask this because if you can do fine details such as hair (as in the horses tail moving more like hair

43 Replies 126,678 Views

[quote who="Tamren" reply="5" id="1992702"] Complexity within the weapon system will allow for complexity in the armour system. The last thing we want is oversimplified combat.[/quote] I generally find that the HP or health system for units is too oversimplifed for my tastes. RPGs are a good example of this, For instance, you have 10 health at lvl 1, and you get hit for 8 damage, you're hurting bad, but at lvl 5 your health is now 50, and that same exact hit isnt so terrible.&nbs

106 Replies 381,193 Views

Tamren, I normally would keep my quotes short, but I felt that the entire point made as a whole was important, and that quoting a specific part was less optimal way of expressing that. So I quoted the entire thing. But lets not derail this thread with proper quotation ethics, you can always private message me if you think I'm out of line.

106 Replies 381,193 Views

[quote who="Fintilgin" reply="14" id="1991518"] All told it takes 28 days and ~150 gold to train a single Mystic Knight of the Golden Rose, as opposed to 3 days and 3 gold to train a peasant spearman. On the plus side, a couple Knights would be able to cut through and rout an entire unit of peasants without even breaking a sweat.[/quote] I'd like to add that i completely agree with this line of thought. Fintilgin is on the right track. edit: Trimmed the quote, there ya g

106 Replies 381,193 Views

Most of my concerns have already been addressed by others, so I'll simply leave my thoughts on how I'd like to see this unit creation process expanded upon. There are a couple of things I'm hoping are already intended to be added, or will be considered to be added as apart of the unit creation process. First, I'd like to see a pop out or attached window to the armor/weapon/accessory selection screens for magical enchantments to be placed upon them. For instance you could p

106 Replies 381,193 Views
Reply to Governors in WOM Ideas

Honestly, them managing my towns isnt really the feature I was hoping for, because personally I like to manage my towns myself, and well AI's tend to mess it up. For me, the idea of having a npc leader arise or be assigned who applies bonuses to the town/region, that I can choose to move based on my needs and desires for my towns is what I'm looking for. If a town is well outfitted for research, I'd like to set a governor who'll "run" the town to peak efficiency when

21 Replies 22,897 Views

I'd like to see your cities and towns have a governor that you choose from a list and assign. The governor need not be an actual unit on the game map, but more of a statistic. The governor would have strengths and weaknesses, and you could chose him based off what you want the town to do. Want a town to produce the tools of warfare your empire needs? Pick a governor who's well versed with industry. Need a farming town to feed your empire? Find the governor who unde

21 Replies 22,897 Views

Personally, I dont mind the concept of game over when your channeler dies. But I do prefer that their be safeguards you can acquire to make that harder, beyond the fact that your channeler is very powerful. They need to be effective but also limited to some degree. Here are a couple of spells off the top of my head that could fill the role of protecting your avatar. Escape: An early spell, which you cast on yourself and then forget about it. The spell stays in effe

52 Replies 141,514 Views