Istari

Istari

Joined Member # 2442045
15 Posts 570 Replies 1,068 Reputation

[quote who="Black-Knight" reply="12" id="2812357"]Now that I come to think about all that... All women in my family are rather hot.... mmmh...[/quote] AAA Disturbability rating ftw. [e digicons]:S[/e]

58 Replies 73,301 Views

What if we tied this in with the dynasty system? Create a Sovereign trait called 'Promiscuous' that significantly increases the birthing rate of the Sovereign (or the Sovereign's spouse) and allows polygamy. Have the Sovereigns spread their seed across the land, and marry their children into other empires, such that a large percentage of the positions of power among rival factions are taken up by the Sovereign's progeny. A new improvement called 'Grand Vizier's Tower' (or a more inter

30 Replies 23,283 Views

Here's another idea - Subversion. Through espionage, bribery, intimidation, magic and deception, the Sovereign sets all rival factions at each others throats, making sure that there is no faction that is not at war with at least one other faction. There must be a minimum of 4 surviving rival factions for this victory to be achievable. Personally, I think that would be a lot of fun to do, but I don't think the game is really set up for it. Plus it really doesn't have much to do with a

30 Replies 23,283 Views

Just thought of something. What if we mixed in something along the lines of a Global Election ala MoO? It would probably only really work in SP mode, but it might be something to consider. Once every N turns, the Sovereigns convene, friend and foe, and try to become candidates for election, and then actually get elected as ruler. I know it sounds tantamount to being a diplomatic victory, but if cultural achievements are the measure rather than suck-up points, then it could possibly work.

30 Replies 23,283 Views

Ok, to summarise what I think is the best of what has been put forward so far, I would say something along the lines of: Golden Age  Victory The Sovereign spreads his/her prestige across X% of the world through cultural influence. X% is an abstract representation of worldly cultural influence that is contributed to by the total population of the Empire or Kingdom, as well as the prestige gained from improvements, s

30 Replies 23,283 Views

[quote who="cephalo" reply="68" id="2811257"] I think that teleporting is such a far reaching question that if you want to include it, you have to design the game around it. If you design the game around it though, then you are most likely going to really need it. If you then remove it, you are left with a gaping hole in your design that must be filled in with massive adjustments to everything else.[/quote] While I agree that the issue is a difficult one to solve,

74 Replies 229,306 Views

[quote who="Gwenio1" reply="7" id="2811465"] Quoting Istari, reply 6 I see your point and agree with you in principle, that if something more interesting than a Wonder can be thought up, it would be much better. However, I think the reasoning behind a Wonder winning you the game is that it is a declaration of cultural superiority. This doesn't flow very well with the lore of Elemental, but works if you think of it in terms of playing a Civ based game. Better than a Wonder

30 Replies 23,283 Views

[quote who="RikazeMA" reply="5" id="2811141"] My gripe with this idea is we have a lot of that kind of thing in the game already, albeit not as victory conditions... At the every least, it oughta require a certain population as well... Maybe 5000 citizens... Mmm, no, that's too small, only double a Size 5 City... 10,000 would be a good starting point. The problem at this point would be coming up with a concept for, "A Wonder so Enthralling and Majestic that

30 Replies 23,283 Views

Seeing as you're such a philanthropist Frogboy, why don't you add that as a Sovereign trait? [e digicons];P[/e] No, but the work seems like it's shaping up to be really good. Thanks for the update. [e digicons]:grin:[/e]

95 Replies 300,752 Views

[quote who="RikazeMA" reply="1" id="2810385"]I agree with the idea of a new victory condition, specifically pertaining to the Civilization tree. I'm not sure I agree with the how of it. Wonders are nice and all, sure, and the idea behind needing stuff from the other trees, and the why behind that, is actually really well thought out. I just feel like there's gotta be a better way... Unfortunately, I'm all tapped out on semi-rational-but-poor ideas atm. &nbsp

30 Replies 23,283 Views

Just thought of something. Setting an anchor point could be a multi-turn affair. Thus, if you send a caster into or near enemy territory to create an anchor point, that caster is vulnerable for N turns as they stand there 'memorizing' the location and casting the appropriate magics. Any interruption to this process will result in the caster having to start from scratch. The caster could be frozen in place and more prone to any attacks than they normally would be. Neutral units might t

40 Replies 101,693 Views

[quote who="kenata" reply="62" id="2810887"]What I really love about this debate is simply that no one even cares to point out that the AI does not teleport at all, nor would they even come close to exploiting it even if they did. While I can say that in MP this could be a "problem," it would be equally usable by all parties so there is no balance problem. Ultimately, the entire teleport debate still comes down to people complaining about how they feel forced to use something they might consi

74 Replies 229,306 Views

[quote who="Gazz_" reply="36" id="2810879"]Yeh, cost is a very bad way to balance a potentially powerful spell. At a certain point of empire size, the cost can become inconsequential, leaving only the power in the balancing scales. This cannot possibly be the only limit and not even the most important one. There must be other considerations, no matter how they look.[/quote] I agree completely there. The mechanic itself should ideally be the primary limiting

40 Replies 101,693 Views

[quote who="Black-Knight" reply="60" id="2810822"]Exploit is not the good term you areright, the good term is probably game breaking, because if I place teleports on to far sides of my empire and you do not I will have a huge advantage, which means that you'll have to do it too and so do all the other players. The game will all be about that, I am not saying that there is no strategy involved whatsoever, just that all games will end up being the same.[/quote] When you factor in how lo

74 Replies 229,306 Views

[quote who="Gazz_" reply="32" id="2810663"]That would be a bind / anchor spell to "remember" one or several locations for a caster. Number of locations to be very limited (to avoid the mad rabbit hopping) but could possibly be increased with high INT. The Summoning Circle (one per faction) should also be a valid destination on top of that to give casters a little flexibility there and you really need a Get-Outta-Dodge spell if teleporting is an option at all.[/quote] &

40 Replies 101,693 Views

[quote who="Dwolf63" reply="33" id="2810758"] A very simple way to limit teleport is to have it require an additional resource -something that's relatively rare and requires research to aquire access to. If this material has another use - say as an additional component for magic creation - that means you have to decide between rapid transport versus using the resource for something else. You could set other limits on it too. But a relatively non-renewable resource - one that m

40 Replies 101,693 Views

[quote who="Black-Knight" reply="55" id="2810541"] If you needed a level 5 city with upgraded towers in order to make a rift, then bringing a pioneer/settler to the place you want to teleport to would be a very slow strategy, and it would be much quicker to walk there. You can get a few armies there before the teleport is ready, but from that point on there goes the instant exploit: lots of units just appear next to, or inside, the enemy territory.[/quote]

74 Replies 229,306 Views

I would concur with those who said the art-style and the graphics are really good. I also like the background music, and how it doesn't stick in your head and drive you insane like MoM. Daa daa da-da-da-daa da-da da-da-da-da-daaaaa. Having said that, I don't think it precludes having something more epic, inspiring and memorable thrown into the mix.

134 Replies 426,602 Views

So far each tech type has an associated victory condition except for Civilization. For Warfare it's conquest victory, for Magic it's spell of making, for Adventure it's master quest, and for Diplomacy it's diplomatic victory. For Civilization, I think we should have something along the lines of a Wonder. Yes I know it's been done before, but it is still a viable option. Besides just taking many turns to build, the Wonder could have a certain tech-level prerequisite in

30 Replies 23,283 Views

How about if we make it so that units can only teleport between places they've already been? This makes more sense from a lore perspective, as a wizard who tries to teleport to somewhere they've never been might end up materializing inside a mountain, or inside the walls of the city they are trying to attack. So, a magic using unit is stationed at Point B, and they've already been to Point A once before. They should then be able to teleport everyone in their stack to Point A.

40 Replies 101,693 Views

[quote who="Black-Knight" reply="29" id="2809640"]Sometimes I think you guys are dreaming all these complications because you secretly love patches and a game that is never going to be ready! Personally I'd go just with optional teleport, but if you guys really insist and there is still "essence" as a concept in the game , why not just making teleport affect permanntly that? Once a wizard has to substantially cripple his essence in order to cast a spell he won't jus

40 Replies 101,693 Views

[quote who="Black-Knight" reply="47" id="2809905"] Quoting Istari, reply 46 Perhaps if teleport was limited to only work between friendly cities. I think someone has suggested this before, but it would sort of cancel the idea of taking your uber stack everywhere you wanted, and you'd be limited to certain strategic options. It might also work if teleport was a multi-turn big mana cast with high upkeep. Something like what Suppress Magic costs to maintain in MoM. &

74 Replies 229,306 Views

[quote who="Black-Knight" reply="44" id="2809882"]While I see that several people disagree with me I would like to thank everyone for hijacking this thread, which proves that all of you finally realize that it is indeed an issue to be taken seriously. Lots of interesting options have been brought forwarde so far and while I'll be glad to give it a try if teleport was seriously nerfed, I still mantain that it should be optional, because the same strategy game with and without telepo

74 Replies 229,306 Views

[quote who="cpl_rk" reply="125" id="2809759"] Quoting Nesrie, reply 122 There are still one man/women games being developed, and a number of them actually work when they are released too, on a number of machines. How hard would it be, for example, for someone with (say) a degree in CS, who otherwise never used it professionally for whatever reason, to create a game using something like this http://unity3d.com/unity/ <br

174 Replies 81,241 Views

[quote who="cpl_rk" reply="121" id="2809724"] Quoting Istari, reply 113 Speaking for myself, I don't have a problem with being disagreed with, but I do take issue with the tone and method of communication being used, even when I agree with what's being said. Well, the problem is, not everyone is "political" or has a sales type background experience as a persuader/manipulator. I was in the Marine Corps & worked with

174 Replies 81,241 Views