Landisaurus, it is technically easy (for SD devs) to make such Heroes only mode; as basically it means when gamers’ hero goes to a town, the hero cannot capture it. But how this relates to the overall game design is tricky. How to start a new game as Hero only? How do they win? Can hero become Sovereign & how? I’ve tried describing all this in this post & other. And making AI understand how to play a hero will require our AI expert Frogb
Climber
landisaurus, I like steamroll only when the game has no challenge left, like when I have best tech, most troop etc. Steamroll is necessary when all game is like kill all opponents. However, if EWOM has the victory condition feature, steamrolling will not be needed. GW Swicord, I don't want 'complex' supply line for this game, as usually it'll need a lot of micromanagement. I'll want supply line implementation without much mico. Scoutdog & Kitkun I a
The following is the 2nd version to limit unit’s walking, flying, swimming range AND simulating supply lines. I’ll be very glad if SD will implement the same (or improved) mechanism in EWOM. == Units can carry a maximum of M units of food, currently hold Y units of food, consume X units of food per turn, and is able to forage Z units of food per turn. Each turn, Y unit of food is consumed.
I've updated the OP, rgds to how "hero only" game mode is useful for establishing a dynamic history.
Another wish here. When the game is first fired up, gamer is presented with the usual choice of ‘New Campaign/Scenario’ or create a new RMG map. Once the map is decided, the Family tree of all players in the map is displayed. It’ll look like this: &
Let me sidetrack a bit first. GW Swicord, does SD explicitly there is no naval combat? I personally don’t need those TW:Empire style vessel combat. All I want is something like Kraken attacking a transport full of Knights. Some units that can swim, some units can fight on the sea. Nothing complicated here. I’ll be very disappointed that, if the map has ocean/lake & yet all units are off limit. Oh, Pearl Harbor (PH) definitely has strate
Well, what is the reason you’ll enjoy the backstabbing then? One point of a forum like this is to discuss. Pearl Harbor (& other sneak attack) happens in History; but it is a tactical event that hardly affects the final outcome of a war. The result of a war bases on factors on the strategic level. Ideally, if there is a simple & elegant way to represent BOTH the strategic value of honoring border AND allowing sneak attack in EWOM, I will love that.&nb
If Lineage has to be done right, it has to be done right (& quickly) by SD, because it will affect a lot of game design decision. A MOD of this scale will take forever. [quote who="Frogboy" reply="3" id="1949406"] Quoting Sole Soul, reply 2 Quoting Tenebrion-, reply 1I like the idea of a game ending if your Channeler dies. It places much more importance on your nation's leader, and makes the player really think hard before sending their Channeler out into the ba
Come on, a half-baked Tetris mini game?! If someone want to play tetris, play a real one. The Tetris idea is a real bad idea . OTOH, it maybe interesting to make city building interesting with minimal micromanaging. For example, the Tactical combat terrain is affected by how the city is built. Afterall, I don't think this aspect of game need any improvement over the regular 'build it then forget it' formula. Buyer of this gam
I like the lineage idea very much. Here is my version of wish 1. 14 days = 1 turn, 1 year = 26 turns (or 7 days = 1 turn) 2. Assume Sovereign = Heroes + ability to use essence (I’ll use the term heroes & sovereign interchangeably & loosely below) 3. Because of Victory Condition, the death of Sovereign does not mean end of
I wish there are several map layers, e.g. Sky, surface, underground, & Myrror. Sky Layer - Flying unit occupies the same XY spot for the Sky & Surface layer at the same time; so it can be attacked from Surface - Can see surface layer underneath. Sky layer is around 5000m elevation Cloud Tile - The only ‘ground’ tile on the Sky Laye
[quote who="landisaurus" reply="1" id="2187408"]oh? no "wizard pact"[/quote] "Forget it" is one of the option. [e digicons]:D[/e]
[quote]RST compatibility should be able to be increased by perks/merits or whichever the name you prefer. [/quote] This is a very good point. Maybe they can live in forest only they learn the “lumber mill” technology, or some Nature magic as u suggested. [quote] I find strange that humans cannot live in mountains. Surely they wouldn't be so suited as other races but it's not like they would be trying to live underwater. [/quote] True, there should t
I am trying to summarize ideas I’ve initiated/posted so far, pre-beta. So far SD devs has shown EWOM is promising, I just try to express the kind of game I want to play & stuff I’ve not seen them mentioning here yet. Most of these ideas are small modification to the existing TBS genre, but I hope it’ll open up many new possibilities.</
Btw, why not having this feature (if 90% people wants it) when the game is published? Mod is for hard core or people not satisfied with the original. If SD can produce a product that make 90% of their customer happy, they succeed. This mechanism should be quick & easy for SD to do if they put it in mind. The same cannot be said to modders, because AI behavior has to be changed to know who to use say the mermaid, or the no-settler-den, or the reduced-product
Space ponies hijacking thread now?? Bear Calvary come to the rescue! Try, staying on topic. One thing annoys in all TBS I played is how independent behave. There are times I want independents that mind their own business, be a punch bag (that cannot win the game) etc. The new Victory Conditions below is meant to be used by some AI players Victory condition: Stay Peaceful - Player with this VC cannot start a war Victory
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The initial EWOM will be fairly limited to 12 human races. I want to play a bear race or get some bear Calvary sometime in future mod/expansion; I try to outline a mechanism that fun & implementable in day 1 of EWOM. Bear is a race. It is customizable by players in SDs’ Bestiary. Its major difference with the default races is Bear’s Settler built a Den & the den has to be built in a forest, low hills, and mountain, underground tile (no plains,
[quote who="landisaurus" reply="2" id="2180342"]So if you migrate, would you have a caravan of "people supplies" that would then move to the town and could be possibly intercepted?[/quote] Uncertain that if we have any caravan mechanism, I think of a properly simpler/elegant way. The Settler unit should hv a button called "Settle". Settling in an existing town migrates its population to the fraction of the settler. (As a matter of fact, I don't even want to
There should be routing IF it is done right. It will be extremely annoying if there is no consequence unit rout. I'll suggest if any unit rout, there will be 25% to 75% chance that it is considered killed. But surviving unit will show up at the closest town after certain number of turns (considering its movement). Finally, during tactical combat, player should be given a "Rout" button for each unit during his turn. Units defending a town cannot rout.
I will say if SD is able to resolve the typical boring TBS steamrolling issue, by individual Victory condition and Global quests (refering the thread https://forums.elementalgame.com/348593), 50 players should be about right. Considered EWOM has 4X map size of CIV4, I'll even say 100 opponents. 24 civs is quite fun in CIV4. There is not much point to have a huge map (or many many opponents) & you've to kill them all to get a win if well designed victory condition
Assuming you are playing one of the Fallen fraction, you just captured a human town. Should the town turn into a Fallen town (like Civ4)? Remains as a Human town (like HOMM4)? There is definitely pros & cons of either way. I am more than happy to see your preference here. Maybe make this a poll! My preference is you grant the following choices for each town you currently own. (regardless of whether you just capture it or not) 1) &nbs
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[quote who="Climber" reply="8" id="2164302"]Cool! Quite a few submissions here! UnVictory does not sound very different to "spell of mastery". The only difference is the guy who completed this unvictory will lose too. What advantage/fun factor it has compared to spell of mastery? [/quote] When you guys start saying that this unvictory condition does not necessary automatically causes all
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