1) Check out "Sword of the Stars". You can get 3D maps that can be a real pain to navigate and shift through. From my experience, 3D maps are not very fun. 2) Check out "Sword of the Stars". All ships have a range limit, a limit that can be increased if you include tankers and/or refinery ships in your fleets. 5) Check out "Space Empires V". You could carry plenty of fighters on your carrier ships, and launch a bunch at a time in tactical combat.
DivineWrath
I'm concerned. I'm not not the biggest fan of the Elder Scroll series and I don't want games like Doom to be made into another clone of Oblivion or Morrowind. I also don't approve of the use of Securom, even to the lesser extent they have been used in Oblivion and Fallout 3 (Disc check). If they let ID Software to keep doing what they did well, we should be fine.
I did some looking into the new games myself. I found these videos on the company's website. [link="http://www.n3vrf41l.com/trainz_simulator_2009_world_builder.php?PID=179"]http://www.n3vrf41l.com/trainz_simulator_2009_world_builder.php?PID=179[/link]
I've only played the demo, so I can't say a whole lot, or what I say might be outdated. From my experience, the game seemed to lack a whole lot of control, and pre-planning. For instance, if I were to link 2 separate rail tracks together, all the trains from the local service might decide to clutter the express lane. Likewise, I could not somehow pre-plan my track placements so that it would not only look good and work well. I also had to pay for any screw ups I made to get things to
I have a few questions: How powerful can you design your soldiers? Can you create powerful units (lets call them champions) that are significantly more powerful than mere soldiers? Can common units cast spells without a significant investment of essence (or any at all)?
If it means I can help you make the AI slightly meaner, I would gladly play a game against you.
Umm... couldn't you have made a special dev post to record what you have done each day? You could write down what you have been doing (when it happens) into a text file, and at the end of each day, post the contents of this text file into this special post?
Mine is a crafter. He creates magic items, magical troops, and monsters. If given the chance, he would try to create a collection of strange monsters (many powerful) that would make any circus freak show envious. As for magic items, he would make some powerful, some cursed, and some a mixed blessing. His favourite hobby would be selecting ideal candidates to be his champions, empower them with mighty magics, give them powerful equipment, and train them to use their new equip
I had to read up on what it means to co-sign anything before replying. A friend isn't much of a friend, or is a foolish friend (note: potential victim) if they ask you to co-sign anything. The bank doesn't think your friend can pay for it, so the bank asked him to find someone to co-sign for it (someone who could pay it back). He might as well be trying to get the money from you at knife point. You are likely to have to pay for the whole thing, while dealing with the sm
Like with any betas, I don't have a problem with multiplayer so long as there is a single player mode. I like to be able to try to figure out what the various buttons and icons do, at the very least, before I consider going online to play the game.
Its hard to say what we would be able to do. I get the impression that the devs are not going to making a game where every mundane unit so they can be somehow be very unique like they did in Dominions 3. In Dominions 3 you had afflictions such as a "lost eye", "diseased", and other stuff like "cursed", etc... It might prove to be a pain if every mundane unit was that detailed in this game, let alone to have special player designed equipment on top of that. I'm not saying I'm
[quote]I cringe a little bit when people suggest handling combat in Elemental like in Dominions 3. I have never played the game (though it seems like I game I'd enjoy), but there is a problem with it. It is catered to a small niche, which has a very disproportionate voice on these forums compared to the target customer base of Elemental. Do you imagine many of your more average TBS players wanting to script out all their battles? I don't. So I think if Elemental has any sort of combat scripti
Perhaps this stuff should be handled by a Dominions 3 like battle system. You could script what the AI should do, and the AI will do that to the best of its ability in the auto-battles. If you tell it to cast a fireball, it should try to fry a group of enemies instead of a lone unit. Given that Elemental is currently under development, I think we should be able to design an AI instead of relying on scripts alone. You know, a few If... Then... statements here and there. Allow us t
I'm a bit more interested in what abilities individual units might have without fancy equipment. Could you cast a fireball without a sword? Are you blessed with good health and rapid healing? Is your skin as tough as steel? Can you jump, fly, or even teleport? Are you well trained in the use of two-weapon fighting? If I give a sword, any sword like a rusty one, could you shoot lightning from it? Although I have nothing against magic items, I just don't want them to be the only source
Stardock has been known to add stuff to what the pre-order boxes include. Its very possible for the box itself to include a whole bunch of stuff by release. For the purposes of having lore, and a manual, it might be a good idea to keep the 2 as separate books. The lore book could be the fancy hard cover book with all the lore you could drool over. The manual then could be built like the Dominions 3 manual for quick referencing, with the spiral bindings and all. You could fli
[quote]...Combined with the people on vacation, the studio area feels like a ghost town.[/quote] You know, if you guys were to release the Alpha today, I'm sure we would keep you guys plenty busy. You guys wouldn't have the time to miss the people who are currently gone, and those who have left.
Hmm... I've given some thought to handle battles using auto-resolve if a bunch of modders manage to add some weird stuff the game. Perhaps the best approach is to allow the part of the game that handles the auto-resolve battles should also be modable (which the dev posts I've read seem to imply). Mind you, this might make things difficult for many modders to make auto battles balanced, but I think its the course of action most likely to get a balanced mod game, assuming
Could you include a link? Its much easier to avoid getting a game if you know what it looks like. Otherwise, we are guessing as to which game you could be talking about (I know of a few games that have similiar names). I suggest a link to Wikipedia or Amazon showing us, or providing information about this product. Those 2 sites tend to work well for gathering information.
Ok, possible solution #3 might not be the best of ideas. I was throwing it out there to see what people thought. As for Dominions 3, you can find the demo for the game here (if you care to try it): [link="http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html"]http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html[/link] ________________ It occured to me shortly after making this post that, how would you determine the victor of an auto-resolve battle for t
This post is a discussion between "Tactical battles" (battles where you command your troops yourself) and "Auto-resolve" (battles where you leave it to the AI to generate results without your participation). My thoughts ________________ Tactical battles Pros: -Tactical battles are fun because you are able to fight battles, and win fights using your troops. For many players, the enjoyment comes from being able to win difficult battles. -Others might enjoy
[quote]One of our biggest goals for Elemental is that we want players to feel like they are affecting the world. It’s a pure strategy game that happens to have elements from RPGs and adventure games in it simply because it enhances the strategic depth of the game.[/quote] Just how far can you affect this "world" you speak of? Can you kill off the parents of a child, repeatedly kill off all foster parents that come afterwards, and destroy every orphanage that try t
[quote]When you build an embassy on a planet, does it increase all of your planet's influence or just that one planet's influence? I'm wondering because since research is global, I can make a research center heavy planet to increase teching. Is it possible to build an embassy heavy planet to increase your overall influence or will it just make that planet's influence really big?[/quote] There is influence bonuses you can research which provide a global bonus to influence of all planet
I tried passing my code off to someone, but the person claimed that the coupons don't seem to work if you use paypal. He mentioned this after he tried to use it, but it failed to work. Since I still have a coupon available, I'll offer it to the first person who PM me asking for it. Edit: I recieved the PM already.
[quote]No word on player created super soldiers yet? Damn. (goes back to waiting patiently)[/quote] I feel your pain man. I feel your pain.
It really sounds like you are really into this idea of being able to make large armies. However, I have to ask how powerful can you make your units? Are the best you can make nothing more than the cream of the crop of your armies? Will they be weaker than the heroes (with enough experience), the dragons, and other mighty creatures of this world? Or will you be able to create champions, strong enough to be a threat to these mighty creatures, take on large armies single handedly, a