I'd rather have more lore, more story, and less customization.
Spitz
I would prefer to be introduced to new canon races with a strong storyline and have fewer customization options.
The best game intro I've ever experienced is Homeworld. It's also worth a look because the way it blends the hand-drawn visual style in the first section with the 3D elements later reminds me somewhat of the visual style we've glimpsed in the Elemental engine. http://www.youtube.com/watch?v=yrW4jkQdmjI Another favorite of mine is the Freespace 2 intro, although it's a pale second to H
One of my favorite games.
Quotes: "Sacred cows make the best hamburger." "Build a fire for a man, and you've kept him warm for the day; set a man on fire, and you've kept him warm for the rest of his life." "It takes a man to build a barn; any jackass can kick one down."
Gold or shardust.
Klute. Plural would be Klutes. [edit] I agree with the point that it makes more sense for different nations to have different currencies, at least for the fiction of the game. From the programming/gaming aspect, a single currency is definitely the way to go, unless of course, you want to add currency trading to the economy part of the game (a bad idea, IMO).
When there's a time-out for a tactical battle, it would be nice to have something for the players not involved. Perhaps the option to let them be able to observe battles (although this would provide significant intel, so should be able to shut off). Perhaps some sort of mini-game that you play (relevant to the game, perhaps winning the mini-game gives you an extra second the next round?) Alternatively, since you're getting all this flavor text, perhaps short lore segments co
I'd also like to see a "I'm feeling lucky" button that would assign you a sovereign with random traits.
Polygamous: Can marry multiple spouses, have more kids to raise as heroes or marry off. Should have a down side of some negative to spell point regen, since you're using up all your energy being married so much. Philandering: More likely to have bastard-offspring-related events occur. I'd think this would be a positive and negative on its own.
I love games that try to evoke the whole gamut of human emotion, from sadness to laughter. Too much of any of them isn't a good thing, and you'd expect some races to be sillier than others. I really liked the humor in previous Stardock games.
I absolutely love that you can tell what's in an army and what sort of equipment they have at a glance. That was one of my biggest concerns about unit design, that I'd spend all my time individually investigating my opponents' troops to figure out what I was up against. I also like the egalitarian option, but agree that an "amazon" option where women run the army by default would be interesting. The amazon option would need a trade-off in increased productivity to compensa
[quote who="Scoutdog" reply="5" id="2541442"]Sounds like fun to me....... I've always been rather critical of the unusually high degree of maritality exhibited in most fantasy works... seems like once and a while you'd find a race that does things differently.[/quote] Perhaps a race with some sort of seduction unit to get you heroes with the powers and bloodline of some of your opposing sovereigns. Not sure how that'd work in multiplayer, though.
So, if we're going to have dynasties, marriages, heirs, etc, will there be bastard children born out of wedlock? It might be interesting to use this idea as part of the quest system. If you take too many turns to rescue the princess or queen, she's pregnant when you finally do. Cheating spouses could have diplomatic consequences. Bastard heirs could be welcomed as a new and unexpected hero or could pose a threat to your kingdom, arriving with an army you'd have to deal
Opening the research screen causes a crash to desktop. Turning off antialiasing in the options menu solves this problem. Crash report submitted via FogBugz.
Opening the research screen causes a crash to desktop. Turning off antialiasing in the options menu solves this problem. Crash report submitted via FogBugz.
The messenger from the Sovereign of Pring appoaches you. "His majesty, the King of Pring, has taken note of your daughter's attempts to woo his son, the handsome and courageous Prince Buzz. He regrets his previous overreaction of insulting your daughter's feminity, parentage, and relationship with her horse and having her driven from his kingdom. He is now disposed to look kindly upon your daughter's suit. Unfortunately, there is a minor hitch in the
I'd like to see a system where gender does not dictate destiny. Why not let the channeler decide who gets married away from the family and who stays? Might not a female channeler keep her daughters as heirs and marry off the sons?
I've been very eager to hear more about the backstory of the game and the plot of the campaign. More, please.
This sounds like a lot of fun. I believe I have the qualifications you seek, but to be certain, what would be the "playing schedule?" I want to make sure I have sufficient time to fulfill any committments I make.
I've several ideas about the type of technology research mechanism I'd like to see. First of all, I'd like to say that I like the new mechanism that Frogboy discussed in the "And now for something completely different. . . " thread. The ideas I mention here move along the same lines of thought. 1. Let's replace the i
The following discussion is posted not because I think user-designed units are a negotiable part of the game, because I have the strong impression that they are not. I'm simply posting because I loved Master of Magic, HoMM 2 & 3, Master of Orion and the Civilization games and have strong hopes and anticipation of Elemental. It sounds like some of the features that I was hoping to see in Elemental are not planned for the game, and I wonder whether many of them are absent beca
Magical damage types, plus different types of physical damage. We need blunt objects for the undead and large shields to defend against arrows. Magic is my main concern though. I want magic damage, magic creatures, magic weapons, magic armor and magic markers @
I belive not including damage types would be a bad idea. I'd like to see blunt, sharp, ranged, fire, water, earth, air at a minimum. As far as mobility being a factor, make unit defense dependent on what side they're attacked from. That way, a fast-moving calvary unit can flank infantry and attack from behind for a significant bonus. Units with enough speed or mobility, or which are entrenched in some way, should be able to automatically turn to defend
Yes, I knew that the game was going to incorporate a dynasty system, but I haven't seen specifics about exactly how it was going to work and was looking to kick around ideas that people might like to see. If it's already planned out in detail, would some kind soul please link it so I can learn the details?