I have rethought my ultimate vision. Lucky you! The main thing I didnt like about it (my previous ultimate vision!) was that multiple caravans would be sent out every turn from each resource, the map would become a glut of caravans! From a mine that produced 10 ore/turn, it might send out a caravan with 5 ore to one town, 3 to another and 2 to a third. The more I thought about this the more I thought it was a mess! Too many caravans. Caravans carrying unrealistically tiny payl
Denryu
[quote who="ozu08865" reply="2" id="2228005"]I read that but he said he was going to make an announcement on the status of the beta. [/quote] Technically, he said that he would know more at the end of the week, not that he was going to tell us. [e digicons]X|[/e]
[quote who="GHenrikG" reply="15" id="2227375"]What I actually hope for is sth along the line with Medieval: Total War. You don't need your generals to lead your troop. If there is no general, then one of the soldiers resumes command. The program decides for a name of this soldier and gives it some random values, like allegiance and some positive and negative attributes. If this guy survives long enough, he will get promoted and gains new abilities, like better leadership and simila
[quote who="klaxton499" reply="19" id="2227869"]I apoligize if this was previously mentioned. May i suggest that you shift your focus from Supply side to Demand. Let the player priortize Demand and let the AI handle the more complex Supply side. You retain complexity, supply lines, and depth with minimal micromanagement by the player. [/quote] Yes everywhere you see "pull" economy vs "push" economy that is exactly what is meant.
It's pretty obvious we want maximum control and flexibility with minimum complexity. And by complexity I mean looking at a screen and having no idea how what you are seeing REALLY effects anything in game.
Never say can't in software design. Say it would be cost prohibitive to design. Say it doesn't match your "Vision" (TM) Sony and Verant Interactive. Say your focus group didn't like it. But don't say can't.
[quote who="GW Swicord" reply="24" id="2226617"] Quoting pigeonpigeon, reply 20 ...I'm a king! I don't have the time to say where each individual sword goes. But I'm the King! If for some reason I care about a particular production chain or supply route, I should be able to affect it! That's it in a nutshell for me. But that shell is wrinklier than a walnut's on account of needing (deserving?) both some really hard UI work and some way above-averag
@ Wintersong - great idea on salvaging weapons after a battle! Doubtful, but that would be cool.
Is a June Beta 0 still on the table? I thought I heard that was not going to happen. If it is not, could we have an updated guesstimate for beta 0?
This indeed does sound incredible. The only worry is that someone gets a dragon and it is "game over" for everyone else. It should be meaningful, and probably enough to bring an empire back from the brink of destruction, but not "ah, they have a dragon, I give up." In a game with multiple victory conditions, obviously it would NOT be game over as there are other paths to victory. My question would be - if you were playing a game and conquest was the only victory condition...would an a
[e digicons]:D[/e] 354 now! [e digicons]:rofl:[/e] [quote who="BoogieBac" reply="6" id="2219987"]That thread is up to 254 posts!!!! [/quote]
[quote who="landisaurus" reply="7" id="2223928"]I'd be nervous about auto-upgrades.... because I wouldn't be paying attention, an auto-upgrade caravan would start on route to my army, and then the enemy would steal it. I'd get angry, anger quit the game, throw my PC out a window, delete the game from my Impulse account, and start a flame war on the forums. (I lie, I wouldn't do any of those things) That being said, the only upgrades I can rea
Also pretty similar to what I proposed in #317 https://forums.elementalgame.com/352821/get;2222631
[quote who="red frog111" reply="18" id="2224078"]i just want 1, somthing like stronghold on a larger scale would be nice. give me a complex economy to manage as most RTSs are going the not realy resources way like DoW2. [/quote] I agree. Next to the magic system itself, getting the economy "right" I think is pretty fundamental to the success of the game. I am excited to see what they decide. I am pretty flexible, I think the only two decisions that I really would not like would b
[quote who="psychoak" reply="4" id="2223518"]I can live with it as long as things like spellbound swords can be differentiated from regular swords. That would defeat the purpose of having them... I'd rather they had to be re-equipped with actual stockpiled weapons moved to their location, and trained if equipped with a different weapon type. I'm guessing I wont get it though. [/quote] Who knows? A lot of what I wrote I was trying to see th
I'm actually against the concept as well and would prefer they do something else. However, I think I see why they are going this direction from a programattic perspective, which is why I started thinking of "well IF they go this way, what are some things that would make it more palatable. I REALLY do not like the upgrade with no cost. It should be easy to add some significant costs. I would prefer that units have to get to an appropriate city to get upgraded. My educated guess
I'd buy a MoM2 with updated graphics and bugs cleaned up for $40. I kid you not, same spellbook, essentially the same game with maybe some cut scenes and modern visuals, I would be there. Even updated 2D graphics. But I am very excited about the direction that EWOM is taking, obviously!
[quote who="BoogieBac" reply="2" id="2223296"]Touching on the MOO3's 'putting AI in charge' concerns... In Elemental, no matter what system is implemented and what degree of automation/AI control is put in, rest assured that if the player overrides it, the AI will NOT re-prioritize it's own agenda the next turn. In MOO3, the main problem players had with the 'AI' was that player-set commands were often overruled y the computers logic, which we will NEVER allow. If the pl
One of the economic models (camp 3 I think) proposes that if you research a new level of sword, all of your swordsmen in the field are upgraded immediately to the new weapon. I wanted to create a new thread here because I didn't want the post to get lost in the monster thread. Lots of negative has been posted about the idea - seems kind of cheesy that with no resource costs you could push to finish the research on the eve of battle and boost your troops amazingly. On t
Here is my ultimate vision! [e digicons]:D[/e] Everything is a resource, but Natural Resources (NR) are treated differently than Manufactured Resources (MR). Natural resources: When you control a resource, you get a pop up showing how much of the resource is produced per turn, You can set a single priority towns from a drop down menu of all your towns. You can also select how many units per turn should go to the priority city, including ALL production. You can dou
Rather than talking about "camps" why not discuss what individual concepts that we like/don't like and then make the system that incorporates as many as possible of the most popular concepts. Camp #1: “Sophisticated” 1. Everything in Elemental is a resource. Food, metal, swords, armor, horses, you name it. Strongly favor 2. Resources can be processed into other resources. Iron Ore into a Sword. Str
[quote who="BoogieBac" reply="12" id="2217206"]For those wondering about resources, here's what were shooting for.... NATURAL Early Game: 3-7 Mid Game: 8-12 Late Game: 13-20 MANUFACTURED Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units) Mid Game: 12-30 (4 level of above + some Accessories) Late Game: 31-50 (6 levels of above + more Accessories) AND these manufactuing
Yep 3 is still superior to 4 imo.
[quote who="keithLamothe" reply="3" id="2221090"]On dungeons/planes/underground/etc, do we have any confirmed information that there will actually be more than one map in a game? As in MoM's Myrror or HoMM's underground? Dungeons are confirmed, but do we have any info about how they are actually represented spatially or how a "dungeon crawl" is represented temporally (i.e. one turn or more than that)? The map editor looks really nice, Brad, thanks for sharing that. 
Another thought to make things less cumbersone late game. Early on, you only have one iron mine and its production is pretty low. Smartly delegating those scarce resources is going to be important. But by mid game, you might have several iron mines and their production has increased due to upgrades. So maybe micromanaging iron distribution beomes less critical as your empire grows (but there is still the ability to tweak distribution to the micromanagers hearts content.) But a