Great news !! One question : Will the diplomacy system ever use any "spying" system ? Because atm you know everything you need to know about your enemies thanks to the diplomacy windows (what techs they have researched, their diplomacy level, etc.)
vieuxchat
Sigil in planescape torment ! No city can beat it.
Wow. A lot of work has been done O_o Keep it up !! :D And I was asking to myself what would I do during the next Week-End... [e digicons]:')[/e]
Yeap "Hit points" and "Stamina" are two good things to get. As long as the overall efficiency of a unit is tied to it's remaining stamina and HP.
[quote who="Wintersong" reply="31" id="2478649"] Quoting Ragnar1, reply 28Don't forget we need to change the name of the game to "Arcane: War of Magic" since there will be no elements to Elemental. I thought about that but the title seemed too long and couldn't think of something shorter and corny (cornier?). The game is called Elemental: War of magic. The last part added as an extra. Elemental. Elements will be there, they are going to have a role. At this po
[quote who="zigzag" reply="22" id="2478419"]Mana is stockpiled, it's just capped.[/quote] In actual build yes, but in the future no. They said that spells will be used like in Magic the gathering. Each spell will need a fixed amount of a particuliar mana shard. For instance a fireball would need to control 1 fire shard. Maybe they'll add some way to stockpile for next turns or whatever.
The game already use a "flow" system. You don't stockpile anything, but gold. Not even mana.
[quote who="Frogboy" reply="169" id="2477001"]What's really a shame of course is that Elemental is a closed beta and thus no one will get to try out the battles before shipping thus whatever we are thinking is good right now is what is going to be what ships. And make no mistake, you all must buy whatever we decide today because if you don't, we'll blame it on pirates. (just kidding)[/quote] You know what ? You could choose whatever you want
[quote who="BoogieBac" reply="36" id="2476218"] I've seen Morale thrown around in a thread or two, was it cut as a stat? I beleive the current thinking is to have that an army-wide stat, based on various factors (tide of battle, relations, etc.) and only applicable in battle, but it'd be pretty easy to make that a per-unit stat.[/quote] A whole "morale" thing about the tide of battle is good .. and it should affect the morale checks units would do when they see ding their fr
So you mean the "kits" to get the "fire resistance" won't be used in the design unit screen ? And why not a system where you can create templates with your units ? You create "Bob the ultimate unMan", with a sword, a bow, a chain mail and a fire kit. Before battle I chose between sword and bow, then where I apply the "fire kit" (on armor it would enhance the resistance versus fire and on a sword .. well .. it's a flaming sword) Preparing yourself before battle is a hug
[quote]And, just to ask the question directly, why the heck is it damage types, out of all possible mechanics, that are setting people's blood up? The family tree post did not attract any "I'm thinking of quitting the game", research posts did not either, the lack of elves, dwarves, etc. certainly didn't, but for some reason, damage types brings out emotions and "I fear for the game" posts, for something that isn't even that interesting of a combat mechanic (combpared ot some other effects.)
Where is the morale stat ? won't there be one ? It could really add a lot to the battle mechanism.
I was thinking about something. Is it so hard to implement a way to change the armor of a whole army ? You could create "tempaltes" when you design a unit. Before battle you choose the template you want. If your army have bows ans swords, you can choose between them before combat. But so much supplies would reduce that army speed. I'm sure Stardock' crew can find an easy way to switch the armor of a whole army.
Yep, in fact, if you read what boogiebac says in the "data-driven" topic, you can create a weapon with whatever attribute you need. We don't even need mundane/arcane damage ! you can just create a weapon and add tags like "blunt damage" and "fire damage". And have armors with "Fire resistance" and all of that. Now, I hope the battle logic will be easily available to mod.
In fact the problem isn't that you have to re-design units, but the way it can be handled in-game. Maybe there's a two-click way to change equipment of your soldiers. You design a unit with "options" : you can equip a unit with a sword and a bow. Beore battle start you chose which of the two will be used. Having more stuff in your "backpack" will reduce map-speed because of the logistics it involves. You want a big army that have everything to fight against ? It
Good news ! Will we be able to do that .. with spells ? Weapons ? Will I be able to create a fire elemental that have "fire armor" and "water weakness" ? And add some tag to swords like "water damage" and add to the battle logic that a "fire damage" will be increased versus a "fire weakness" ? If so, I don't understand the need for separate damage "types" (and all the heated discussion about just "magical" and "mundane" damage), because a simple tag will be able to handle all
Hum .. so ... we have "blunt damage". Will armor be able to acts accrodingly ? Like if I have a full plate armor. Will I be able to tell the comp to lessen damage if the armor is an "anti-blunt damge" ?
All we need is some words from Frogboy saying "Don't worry, there will be effects (aka stats (HP/attacks/defence/spedd/etc.) changing spells) in the final game. And a fire elemental will be hitted hard by an iceblast even if he has a high magical resistance versus fire." And a lot of people here have programing knowledge, even game programing knowledge. But we're not discussing implementation, we're discussing "what will be able to do in the game ?" So, will a fireball be the
[quote who="RentheUnclean" reply="107" id="2473765"]Well I have to say I'll miss Frogboy's posts. As a doctor I've enjoyed the little glimpses into how games are made. I don't understand too much of it though, so I generally keep my comments to general ideas. In the end, if there is a fireball shooting across the screen, I don't care how you program it. I do empathize with your frustrations with people on the internet. In general, people suck on the internet
Why not, but aging could be a good way to get the sovereign out. They need to find a way to survive years after years. That would be a strong mechanic : you could extend your life span through magical means, herborism, yoga, changing every piece of you with some magical things (a mystic arm, then legs, then.. etc and you're immortal when you're all .. Elemental) that would be a good reason for the sovereign to get back on the surface : he/she needs ancient knowledge to stop time damag
[quote who="VicenteC" reply="100" id="2473560"] Quoting vieuxchat, reply 95 But what about a fire elemental with high magical resistance ? Will he be able to stop "Iceball" because he have a high magical defense ? That is the sort of things that hardcore gamers fear. Moreover if there isn't different effect between an iceball and a fireball what is the point choosing between them ? You can specialize in fire or ice, it will be the same gameplay-wise, you'll be able to do the same th
More attributes : . Base Age (20, 40, 60) : you can get more points for creating your sovereign, but you'll gain bad effects earlier in-game. (maybe 100 turns = 1 year of life, and if you're too old you can die, unless you cast the "extend life" spell from the life/death category) . Base intellect (-1, 0, 1, 2) : you can research more spells in the same time, you have a lesser malus from casting spells higher than your casting level.<
[quote who="Frogboy" reply="75" id="2473102"] For the Love of God, Frogboy,how can you say that? No fire spells putting men ablaze, no frost one freezing them, no slingers creating clouds of poison, no nothing? 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 radia
[quote who="Raven X" reply="90" id="2473491"]Frogboy, I think a lot of people (Me included) took your post to mean the Damage "Effects" would not be in. You said in a post earlier... Quoting Frogboy, reply 75 No where did I say or imply that battles wouldn't end up with people being fried via acid or fireballs blasting away or fear spells or what have you. Right here you mention types of "Effects". We like those. Those add more then just a damage modifier. Wha
[quote who="tesb" reply="87" id="2473474"]@vieaxchat if you were attacked by a different attack type then your defence (i.e. missles against point defence) you still would absorb damage one third of the point defence strength.[/quote] Really ? That have changed from the last time I played it. Good change :) Maybe I'll re-try it.