I hope battle terrains won't be .. bland. But with some structures, like in X-Com where you could destroy some walls to create some new ways, or the fact you could save some movement points to react in the enemy turn.
vieuxchat
MAgic is everywhere. So why not choosing a magical solution to the "esacape free" ? For instance you could cast a spell that has an upkeep of 10(or more/or less) mana/turn.. It's costly, but it will teleport you back to the nearest city each time you "die". About caravans : why do they cost money ? And if such, why shoul dthey be automatic ? Will I be obliged to NOT construct roads in order to earn some money each turn ? About performance : can't you release a "bug-fix
Like in HoMM in fact, no? The more markets you get, the easier it's for you to get resources. Anyway i'm in for some diverse resources, but not too much. Special things should be created thanks to combination of basic resources ( adozen resources could be enough if you start combining them to get what you want)
Option 3, by far. option 1 isn't viable, because we don't know if there's some kind of hierarchy between the weapons : would you prefer long swords or short swords ? They both have pros and cons. option 2 will soon get to tedious. Think "big map" ...
I don't know. Maybe some things will be calculated from the overall gained essence.
Open the "peference.ini" file. then fullscreen = 0. edit : the preference file is in "my documents\my games\elemental"
It looks like the map and the river have the same z-axis value.
The speed at which your units travel the map is one of the most important problem in a strategic game. It's a matter of "how fast can I reach my ennemy". And it's really strange to be able to travel the whole map diagonaly and orthogonaly at the same speed. And that's an often debated problem in TBS, like Strand says : [quote who="Strand" reply="3" id="2393591"]Hexagon Debate: Activate[/quote] The lost points of movement is a real problem, and that's why an hexagon map
Moreover you don't need 31432451345 resources to create as much effects. think about Morrowind and the way you could create potions. Each resources had some effects attached to it. If you melt two resources with the same effect you get that effect. There were negative effects in morrowind and it was really interesting to find "good" resources that didn't have bad effects. I would love such a system in elemental. Or something else : you have 4 resources, sheets of fire, earth,
[quote quoting="post"] This next week we’ve got a ton of things to do. Most of what we’re working on doesn’t show up in the game. In no particular order, here are some things on the high priority list: 1. Gotta expose the AI to Python. Need that so that I can start doing serious surgery on the AI without constantly having to recompile and re-run the game. 2. Nail down what resources we want to have in the game. I keep thinking that it’s be
Did you created a city ? Each city "can" (if you're on bad ground) cost you 5 essence that are gone forever (so you can have 30 points overall, but already spent 5 of them building a city. So you still have only 25)
If there is a graphical representation of the tiles you can travel to, then there won't be any calculation to do. And travel paths would be more realistics. The same problem was in civ and ? We learned to play with it, but it doesn't make it a good design decision. Seriously ... 3 turns instead of 5 turns in a strategic game IS a gameplay problem.
I agree that majesty 2 is less flexible than the first one. But there still some possibilities to vary tactics. Even the survival test can be won with several ways, the only thing you have to do is to destroy asap the ogre's lairs, then you can choose how you'll prepare for the bearmen.
I really (really really really) hope that the tactical battles maps will be more interesting than just some squares and no terrain that have battle influence. We need hills, thaht exhaust troops when climbing, but give a range bonus for archers. "Light" terrain that give bonus to light troops and maluses to heavy troops. Fantays wars/elven legacy had it the right way, I think : several kind of terrain (not too much) with real influence on combat.
[quote who="zigzag" reply="7" id="2395198"]1-square-same-cost is the best option because of its simplicity: it avoids the problem of fractional -- radical, really -- movement points.[/quote] But gameplay-wise it add problems, like that city that is at "3 turns from you" when it should be 5 turns ! Isn't it a real strategic problem ?
The mop up phase shouldn't be as tedious as other games thanks to the quest winning conditions, or the research winning conditions or the fact you can change terrain/alter reality with spells. I just hope this end-phase won't "just" be "find every one of them and kill". I hope that there will be some interesting mechanism like culture, like nations stealing heroes from other nations (and it seems it will be possible : i opened the english.str to see if I could translate, and I saw tha
You can play for an hour without crashing ? Lucky one ;)
And why not choosing what the sovereign is doing of his time ? He could be helping researching. Or upgrading the network system, or searching new heroes. Or helping the poor. Or helping the farmer. He could help warriors training (and they would get some "blessed" perk on training). If he helps farmers he would get a few points in constitution. If he helps researching, he would get some intelligence points. And so forth.
You can build the road from the both directions .. And building it won't remove the choice from the destination city. I tried several times to build in both cities. It work but isn't really usefull :P
Right-clicking to move is a thing from RTS. It isn't so hard to learn, but I prefer, by far, the HoMM system described in the OP : one clicked to choose destination, then a second click to approve. With the same button.
It sometimes happens to me, but the next turn the spider is on a tile, not between.
I duplicated that behavior.
Please, use pastebin as stated by the devs. And don't forget to give feedback through FogBugz .
Why don't they use hex ? Is it so hard to code with them ? You can just expand the number of mouvement points : instead of getting 1 or 2 points just get 10 or 20 points. If it needs 10 points to move one square orthogonaly, it costs you 14 points to go diagonnaly.
The AI isn't so bad ! You just have to use well your flags. And I didn't encounter strange behavior, like a hero not defending himself while he is attacking a den. And even if the game is short, it's just plain fun. The fixed locations for temples and caravans bothered me at first, but now that I'm accustomed to it, it's a great idea. This game is good ! And hard. Not too hard. Just hard. And that's a good thing. When you get the hang of it, the "so difficult" m