[quote who="Nick-Danger" reply="179" id="2479222"]Spells: I like the variety of spells from D&D/AD&D. Most computer games, lacking human adjudicators, have very limited spells. Some games are especially unimaginative when it comes to spells -- they may have 4524352 spells but they're not really different -- fire/ice/electricity/etc; bolt/ball; buff/debuff that damage type, increased range/AoE, etc. etc. etc. They have all the iterations of combinations of these facto
Climber
[quote who="Yestin" reply="67" id="2477373"]I searched and was surprised to not find anyone mention the new play by E-mail game Solium Infernum. Like Dominions or MoM you design your leader (an Archfiend competing for rulership of a very hexogonal Hell), but SI takes it a step further as you also choose a "Public Objective", which gives you bonus victory points for completing a condition by the end of the game. Some of the interesting conditions are: Sloth: Make no Deman
Not color blind myself. But I support it should be colorblind-friendly!
I understand what you said (before your #7, #8 reply) as that is one of the simplest systems; 2 types of damages are reducing 1 type of HP... So, I should just [e digicons]:X[/e] too.
It is great that Weapon Reach is in. It'll be very useful stat, relates to flanking and/or first strike . I am proposing a new stat Leadership Cost & Leadership Value, which determine the number of units a hero can improve their base value. I really like the direction of letting a hero changes unit's base stat.
Regular unit According to BoogieBac , it will likely have following stat: Attack/Defence/Magic/Magic Resistance/Hit Points/Combat Speed Moves (per Turn on main map) Sight Range Weapon Range The following is my wish. .. I will wish Each unit has a "Le
[quote who="VicenteC" reply="4" id="2475550"]Btw, they already posted the units stats in the Data-Driven post.[/quote] After looking at those stat, there is only one type of HP. What does Arcane damage & Mandune damage he mention really means? I guess 'my understanding' is wrong. It seems to me that there will not be any individual resistance like fire resistance, ice resistance, poison resistance. Magic Resistance will represent all of them... um
Frogboy Reply #75 [quote]You can't say that when we know you play Dominions. There are no 'party' combat system there, but armies of hundreds against dragons and such just like Elemental will give us. And there's nothing tedious launching your pikeneers boosted with earth magic against lava men radiating heat with fire drakes spiting fireballs. Having priests of Death casting Terror to make enemy milice run with fear,
There are quite a lot of good examples here. I do not repeat them here. Hopefully, what I said below has not been mentioned... The WHO of the quests: a. Dynasty ( Nobles ) Everyone that appears in the Dynasty charts has their own agendas. To fulfill these agendas, they may publize quests to heroes/player/other players/etc monthly. Those quests tends to relat
Congrats! (a) & (b) are both good. Devs should take your concern when designing UI. I always find checking every screen each turn to see if there is something new being offerred is a very tedious process. Rgds to (c) I have previously suggested there is very nice log at begining of every turn, to tell you what have changed since your last turn, in diplomacy (or all other aspect). Each turn, you scroll thorough the log to see the changes. <p
I do not want any negative sentiment as in demonstrated in the thread . But I do want to see if there is some smart dicussion on what I've preceived from what Frogboy has say. In this forum, there are a lot of people who shoot first before they think... Mind you, that 'my understanding' of what Frogbay has proposed can be completely wrong, so I put it as an "idea" thread. My
Turn 2. I build a farm on the Fertile land. The SOv move NW. (Really not sure how I should submit the turn.)
Finneglot, I like the polishes you make. I especially like your idea that you make the chase of the Ark & the journery to return it to the Altar or a Soverign even more eventful & risky for everyone. Also, I like your idea that the death of a Soverign will be annouced to all players. So anyone who want to get their hands on the Ark will have time to act on it. I am not sure if I like any other creature outside the bloodline can carry the Ark.&nb
I am very glad that Frogboy starts considering Sovereign succession. I am proposing the following, a system involve a lot more fun & involvement from players. Make the succession be a main part of gameplay (as an pre-game option) When the Country A sovereign dies, an unique "Ark of the Essence" spawn somewhere in his country. Only those who appears in Country A's Dynasty chart can 'equip' the Ark, including those are or
I do not know this is turn 2 already. I've not seen activity in our little chat room for a while...
Congrats! [e digicons]:digichet:[/e] This is definitely getting better & better!! This should helps improve replayability a lot. A few suggestions, hopefully I've Frogboy 's ear. Does "Base Attributes" apply to just to the Sovereign himself or all troops that will be produced? I hope you meant the troops. Choosing +10% Strength should enhance all troops you control.&nb
Wintersong, this is the kind of discussion I want!! [quote who="Wintersong" reply="4" id="2467163"]Tactical/Strategic Stack Undo: What if the square (or whatever) is already occupied or is not "accesible" anymore? You are only time moving one unit, not the whole board. [/quote] This is a kin observation; just make it a requirement that the tile has to accessible before the "Stack Undo" can be casted. This is really cool spell. When you have enough essence or mana t
[quote]If done CORRECTLY this could be a STELLAR idea. Bravo.[/quote] That is the right idea!! [e digicons]:beer:[/e]
Hm... I really don't think Air and Earth should be considered as 'damage type'. When there is a Storm, Hurricane or earthquake spell, the damage they cause is really physical. When you are wearing an armor providing high physical resistance, you suffer less physical damage when someone cast a Storm spell to you. The tree that is going to fall into you just do less damage to you as your armor absorb some of the damage. As damage type, fir
[quote who="LDiCesare" reply="5" id="2465653"]Interesting thing with the CDATA for computations. Iwould like to suggest the standard Dominions' NAP duration to be available, namely -3 = needs three turns before cancelling. Basically, -1 currently means infinite, but I guess it can be cancelled immediately (like peace treaty ends when you declare war). So if I want a NAP that requires 3 turns of warning before it's actually cancelled, and the game enforces this, a -3 valu
I can't help but necro-post this thread for Frogboy to consider. Maybe something good can come out of it. [quote]You don’t research “magic swords” but instead would take a mundane sword and equip a fire magic kit with it. Players can equip multiple kits with their unit to make them increasingly lethal (but expensive) or defend against fire damage by using a defensive fire magic kit.[/quote] Mak
Yes. I've made the same suggestion in the "New movement code" in develop journal thread. On top of it, they should make LOS an engine, so that infravision vs dark, trueseeing vs illusion/invisibility etc will not be hard coded & become moddable. Unit's height should be a main consideration of the LOS. A unit sitting on a watchtower will just look futuer into the forest, for example.
[quote]Mystical magic damage seems both generic and redundant without some elaboration. [/quote] Agree wholeheartly. I'll like to see what's "special" about the mystical damage they have in mind. To fit into the EWOM universe, maybe this Mytical damage type is related to essence? Which is related to the construction/destruction of life/all material. I'll have a slight preference to use terms like Physical Resistance, Fire Resistance, Ice Resistance, tha
Quite nice & Can't hurt. It should be combined with my road & fort idea too.
Nobody like time travel spells, except Raytay? No one what to talk about it? hm... a bit surprised. Ratya, probably "soldiers get weaker the more they use time travel" is good in story-telling point of view, but it is not too interesting when we are playing a game, imho.