[quote]The ability to only cast one spell per "turn" has been the bain of fantasty games (rpg and strategy) for all time IMO. Only able to cast one spell leads to people being forced to cast the biggest AoE damage spell most the time.[/quote] There's a problem with multiple spells per turn : you start with 1 spell per turn, then you can cast 2 spells, your DPS is twice as much. But if you go from 2 to 3 your DPS was multiplied by 1,5. 3 to 4 spells ? DPS multiplied by 1,333.</p
vieuxchat
[quote]2. The other part of me that's more logical says "if the spell is something like *hurl boulder* then the armor will protect against the boulder. A boulder isn't magical even if it is being thrown by magical means so the armor should logically block part of the damage.".[/quote] That only make sense if a ligthning blast will do more damage to metal armors. Or a fire blast do more damage to leather armor. Or a lightning blast can chain if enemies have a pointy met
[quote who="Annatar11" reply="7" id="2697865"]And how do you do this with auto-resolve? How does the AI do this? As much as I like tactical battles, you gotta remember that the game isn't a tactical battle simulation and they're meant to be short and sweet because you can have many of them per turn. Stuff like tile bonuses AFAIK are already planned and a good addition, but unit facing needlessly complicates things. If you want flanking, just make it so that a unit attacked from behind can't c
[quote who="Sushikawa" reply="37" id="2697849"] Quoting Slainangel52, reply 35 I think you're misunderstanding what he was saying slightly. A lot of modding communities will thrive based on the sharing of ideas. There are many mods that will include features thought up by other players or even contain mods by other players in their entirety. This is possible because there is nothing to gain from keeping things to yourself, if you start being able to turn a profit from your mods you'
[quote who="Peace Phoenix" reply="7" id="2695012"] Quoting vieuxchat, reply 3Il est fort probable qu'un francophone s'attèle à la tâche de traduction dès la phase de test des modifications. Je pense que ce sera un de mes premiers mods (avec de l'eau bleue ) Je presque sur que les personnes chargées de http://transgalactique.free.fr/ feront une traduction non officielle. Dans tous les cas, avec Stardock et leur politique de mise
Il est fort probable qu'un francophone s'attèle à la tâche de traduction dès la phase de test des modifications. Je pense que ce sera un de mes premiers mods (avec de l'eau bleue :P)
The diplomacy path is a bugged one : why would everyone ally with you if that make them lose ? Diplomacy in itself (civlization too) can't win. Sorcery can crush enemies) Military can (crush you renemies) Quest can (avoid being crushed while you go on quests) Every winning path leads to warfare at one time or another. Diplomacy could be the anti-militaristic way to avoid being held from winning. For instance you use "diplomacy points" (or any sy
[quote who="Peace Phoenix" reply="4" id="2674378"] I think he means the 3rd tab on the results card after the fight. You can click on them to see loot and the log of the fight. Sadly, I am unable to see any result card after a fight.[/quote] Nor do I. When I win/lose I don't know what happened.
// ThelastCommentOnTheCode = false ;) //BradDoesntSuckAsAProgrammer = true
Yep, Bear Cavalry for the win ;) That would good to have them as an easter egg, like in SoaSE
Ars Magica for the win ! Animal, Aquam, Auram, Corporem, Herbam, Ignem, Imagonem, Mentem, Terram, Virtum You have here anything you need. And each of those spell categories must be mixed with a way to use them : creo, intellego, muto, perdo, rego You have almost any kind of spell you can dream of. Fireball ? Creo Ignem. Protection from fireball ? Perdo Ignem. Counter fireball and throw it back ? Rego Ignem. Transform the enemy fireball in a waterball (:P) ? Muto Ignem<
Has anyone played sacred 2 ? It has a very good system for spells enhancement : you can choose up to 3 upgrades for your spells. And som eupgrades are mutually exclusive, so you have to make a choice. In Elemental we could have enhancement based on shards you own. For instance in the research spells, instead or buying a new spell you can use your psell points to upgrade a spell IF you have the necesseray shards. For instance : You have the fireball and you control one shard. Y
More goodie huts would be a good thing, but I would prefer dynamic goodie huts : while you play some of them may appear (for instance near a place where a spider lair has grown thanks to puny adventurers, or near a big forest that has been unexplored for long,anywhere that would make a little sense) Or the ability to dig, you have a small %age to find something interesting from before the cataclysm.
I used the teleport spell on a tile where a skalth was sitting, and I teleported, but no combat occured. I was just visually on the same tile as the skalth.
[quote who="Rogue Knight" reply="63" id="2666998"]Sounds like you guys are continuing to make great progress on the game and are incorporating lots of great changes! It may be a bit premature to question this choice (since we don't have the Tactical Combat system yet to play around with), but I'm really baffled as to why the "combat speed" stat would control movement in combat as well as number of attacks/spells cast. All of the units will already have a separate "movement" s
I think he says by "default". So there will be massive battles, but not by default. Like in MoM : in the end game, even massive battles were quite short (3 minutes can be a long time)
Strategic spells can take up some turns. And you could spy on them. In MoM you could. And if you know your opponent will cast a "volcano" then you start protecting every city you can. But if the opponent has cast a "fake" volcano, then you used up all your mana for nothing. In tactical battle it would be interesting to delay magical casting. Most games (and not RPGs) have an instant system of casting spells. You could delay them and let player use some counter magic. I know it won't b
The FireWaterBall is just an example of what could be done with feint, countermagic and the like. You throw a waterball that looks like a fireball. When your caster is waving hands, your opponent will see "AAA is casting a Fireball". So you cast a protection from fire, but it won't be any use because it's a "false" fireball. Maybe we could use false spells that would cost no mana, in order to push your opponent to use its mana in protective spells. A high wisdom could let you know tha
[quote who="Murteas" reply="7" id="2666796"]Vieuxchat, is there a ongoing discussion about this that I missed somewhere? I'd like to see what ideas are being thrown around.[/quote] It was in an old dev journal, I can't remember the date.
Devs are thinking about some penalties if you don't have enough food for your population. In fact, resources paid up-front shouldn't be in the same UI than the materials/crystals/etc.
But I really like majesty 2 ... isn't it a real addition to the game ?
Very good news ! But ... attack speed = action points ? How a sword with 2 AP could let my unit move 2 times ? With better gear you could move faster ? Isn't it totally counterintuitive ? So a caster with a sword that has 2 AP would be able to cast more spells than bare-handed ? O_o Are we really going to see all casters with really fast weapons ? Wearing heavy armor will reduce attack speed. Ok, that's logic (not real but logic. In reality it's the training with the a
So a well chosen defense can negate damage ? A club that has an attack of 3 won't ever touch a guy with a helmet ? Can't we add an endurance measure : the hit-receiver wouldn't lose HP but would get fatigue (or lose some morale ? Or any thing that wouldn't completely negates the attack ?)
If you want. But gameplay-wise it's really different. Because you know your opponent can cast a fireball, but you don't know if he will cast a fireball (that is in fact a waterball, so if you placed fire wards on your units you'll be sorry.) or a fireball with multiple targets (so should you put a strong magical protection on one unit or several weak protection on all of your units ?). If spells are delayed and your opponent can see what you are casting then he would only see "firebal
But it seems the UI should be clearer about that in the mouseover. It should say "3.0 food per/turn" but "3.0 food are available for building housing" or something like that.