I thought that spy game was include Elemental. If they can add an-epic touch in it that would be great. Who want heroic show down in random city ?
McFungos
Can anyone put a research 101 topic. Between faction individual tech tree, SMAC tech tree, Blind Research Applied Research, Random Tech Branched Tree, MoM Rarity Spell research system.... I am greedy, i want all of those system mixed together.
We must avoid the Rock Paper Scissor feel. Even if a slight advantage would be welcome, it must not be an advantage that can't be negated by smart unit customization. Beside i feel, it will be awkward with the addition of players made factions. Maintaining a balanced food chain would require more coding. The game will have strategic ressources that is a another avenue to make distinctives economics models for each faction.
One of the troppe of the game, is that to create a new city, you need to pay with your personal essence meaning a weaker Avatar. So cities will rather be limited in number at least in beginning and middle game. In additions there will be places where you can build a city without investing in Essence those places could be monsters infested settlements or places spared by the ravage of the cataclysm. It's obvious that getting those spots can give a serious advantage in early game.
I must agree with lwarmonger. So a draw in rarely archieved in Medieval battle. My initial intention was, that i'm tired of tactical battles whose resume into wipe or get wiped, rout or get routed, forgone conclusion. Perhaps instead of Stamina will could use more extensive set of objective like : Hold
@ Vitruvian_Squid You can uncheck every condition save conquest (Destruction of Every others players) in Galciv 2 so i guess in Elemantal, it will be the same.
Hi, I think that will be interesting to have battles that can't end within on day. That would represent armies that are too exhausted to continue to fight and yet have to reach a victor. Those bogged down armies can then receive reinforcements. The prerequisite will be a stamina stat which would represent how long a unit can fight without rest.
Survival => Survival & Goliath mode. Survival : Uber threathening Environement, the least civilization to survive win. Would be fun to start with 50-60 of respite before hell running lose. Goliath: You are the Uber-Assault Mecha and they are the small-tiny light Mechs. You have the punch but the have the number. As longer the game goes and stronger those puny opponent will get.
Maybe it would wise to cross the Spoils of war & Battlefield tile. Players can investigate former battlefields for leftover loots with sometime nasty surprises awating them. Like a golem that regenerate itself since a battle that happened a long time ago. Left over loots would depends of the extra meterials no caried over and the random events monsters would depend of the nature of the defeated troops. It's like treating every former battlefield like a new dungeon.
[quote who="Cervomix" reply="20" id="1939049"]I diskike the fact that there is only two races in the game... Even if the dev team doesn't want to make a clone of Master of Magic or other classic fantasy games, I suppose i'll not be the only one disapointed by this, I want to see Orcish cities, Elven, etc and units too... :/[/quote] My answer is Mods, Mods & Mods. Beside we don't know how apart are each factions gameplay wise.
I remember i game implementing a such feature (I don't remember its name) Epic battle are symbolised by crossed swords and putting the mouse over gave us more information like When, Who were the 2 sides involved, their leaders and the outcome.
From the sceenshoots, it seems somewhat like the old MoM tacticals battles.
@Spartan It is no way your fault, just if only those games disign flaws are not repeated in Elemental. In the past people confused immersive gameplay with complexe gameplay :( Getting the most immersive & exalerating gaming experience while not being burdened by too much complexity is a worthy goal for Elemental.
I would like a 3 phases loot screens. Phase 1 : Real items loots phase where the victor can chose to equip his unit with the item recuperated. The discarted item are the broken into raw materials Phase 2 : Raw materials upgrade where the victor can upgrade his unit by paying with the raw materials he recuperate. Phase 3 : The remaining materials is sent to nearest player city with a caravan.
[quote who="the Gorgon" reply="10" id="1938887"]Well, a War of Magic without conjured beings is not worth its name. We want at least golems, elementals, demons/devils, angels, and a number of inventive extraplanar abominations.[/quote] They are the Special unit, so regular troops are soldiers that are costomized with whatever a civilization can afford. There is no doubt that some team will make a mod representing the Elemental before the Cataclysm with plenty of magic.
@Keith You also notice that the doctrine/quirk tier things has some serious weakness. The worst being the near no end of the number of combinaison of troops possible leading to the same number of doctrines/quircks. So to my chagrin the idea to have doctrines in different tier can't be done. However found a way to go around, keeping mostly the doctrine/quirks concept. How to pull the stunt ? I will have a kind of Troops building buffer containing the Traits of t
@ Luckmann The UI always offer you to apply or not a Doctrine. You can always refuse it. @ lwarmonger When you embrass a doctrine, you are in for qui
First, I want to clarify a Doctrine is a quirck of a civilization while a national idea is a fundament it. Mounted Armored Amphibious Knight Supremacy doctrine can't be called a national idea. Second, How to implement it ? exemple : For troops the game analyses your 50 - 100 least units produced, makes some stats with it and see what those stats trigger as doctrines. If you produced +80% of foot soldiers you may get a message asking if y
This is per suggestion from keithLamothe a thread on implementing doctrines on Elemental. The copy past of some related posts. McFungos Hi, While the SMAC view is interesting i think we enlarge the field of application of its effect. I want : Your playing habits become your civilization doctrines. You focus on non-magic research rather than magic research => You get a bon
The trouble is the range of national ideas. It must neither be limited in the number of picks, like in the Paradox interactive "Rome" nor by the number & categories of choices like in "Civilizations". I want to play a civilization like a RPG hero gaining traits while playing. I want my civilization to espouse my way of playing not to have the feeling that i plugin a serie swithes to tune my civilization like a guitar.
@Spartan Your are right the beast master should be Yarlen who is trying to tame editors & game devellopers to sign with Impulse. NB : Wow closing speedly to the 2000 replies on the elemental forum in one mere week.
@Keith Doctrine should be based on player gaming behavior within a [50 - 100] turns sliding windows. Each doctrine should have differents windows as training troops and making buildings doesn't take the same time number of turns of wise. If you reach the cap to access a doctrine, the IU tooltip should ask you if you want to apply that doctrine or not, leaving you more liberty or giving you a wanted boost toward a direction. Once you got a doctrine you will have
@Spartan If you can spare me the aging part + the pokemon/sims part of CK and Total War and add some moddable/fixed part in heroes. I will support you.
@Spartan Need a team heroes named Stardock Beast master Frogboy Elven archer CariElf Elusive shadow Zoomba Puppet Master Boogiebac Martial artist Mormegil ..... Averyone of them must have disputables traits
@Spartan Most obvious triggers can be easily uncovered. Winning 1 VS 2 => either good defender or good attacker... Killing a lot of XXX => XXXSlayer trait... Heroes spending X turn in a city with a church => Devot trait... I spend some time playing Trading Card Game and mastering a Metagame can be done. Not be me for sure but it can be done. Yes, mods for sure can save the day but i would still prefer unique moddable heroes with fixed s