Overall I'm very enthusiastic over the tech research system. Also agree on the need for greyed-out techs, but I don't really like the idea of getting these for free on a random basis. Let's not forget that basic, "low-level" techs can sometimes turn out to be extremely important to have although they would not cost much to research early in the game. Now, what we don't want is a situation where later in the game you lose control over your basic non-researched techs that might b
the Gorgon
[quote who="RAWRRRR" reply="8" id="2411303"]then go for it. From what I hear, it definitely does. Also, friend of mine has a tongue ring... nobody accused him of being gay [/quote] "accused" - it's not about murder or something ...
Must add one thing: what I loved in AoW was that when you fled with an army and it got caught up from behind by an enemy army in the wilderness, you then started the tactical battle with your own army dispersed (often just a few, slow-moving troops at the end, closest to the enemy). The fast moving troops then still had the option to flee the battle (exiting to the right of the screen), but it meant you would sacrifice the other poor guys. So often you had to
Agree with a lot already said. To recapitulate a few important points in my view: keep the overall system rather simple (not loads of stats and damage types), but include "special attacks"/"combos" so that you can actually make choices and DO something in most battles also with common footsoldiers (and not only heroes and very rare units). I mean attacks that can counter certain enemy types and let you make up new tactics in each battle. E.g: a swordsman can get (through exp
If I had modding powers and time I would first mod in some new races, then try and make a mod out of favourite books (as already mentioned), e.g. I would love to have a Hyborian mod (Conan) with snake people in the South and barbarians in the North plus a lot of demons summoned from beyond. Then I would try and mod some om my own campaign work for Dungeons and Dragons. Would be so fun to share with the old players' team! [e digicons]:grin:[/e] Lastly I would mod in a good espionage and
There has been a lot of discussion on whether it's good or bad to only have human factions (incl. fallen) in Elemental. As background I should state that for me, the game is lacking a major element with this "only human" approach. I think this view could be shared by quite some people outside the forum too. I think e.g. about one reaction which just shows the suspicion: in an interview with Brad (can't remember name of occasion) all the other panelists
Add me to the legions not fond of the idea sovereign dies = game over. And even worse if his escape depends on a die roll, and even worse than that if you have to start the game by putting your essence into such an ability "just to be sure not to lose the whole game out of bad luck". If the sovereign dies he should either be respawned in capital (or whatever holy place) but only after some time and with severe penalties. Or: some of his powers should be inherited by his desc
I second these suggestions, although I hardly think it is only a female think to enjoy changing the appearance of your character. BTW, does ayone know how the gender of your Sovereign works with the system of marriages, offspring and heritage? I guess the game could either go for a medieval style solution (unpolitically correct if applied today of course) where women did not have the same rights (i.e you marry them off in exchange for some land, and you get more land the mor
For me the so called Camps A and B are not so easy to delimit: everyone wants slightly different things and often it could go under either A or B. Maybe all can agree on the definition that spies stay hidden in the sense that the opponent doesn't realise what they are really doing. The basic thing they do is getting info, and on top of that there are further actions they could take (like siphoning resources etc). The question is how to include such abilities in the ga
[quote]Most of your post would be better applied to general stealth, spys as board and combat units just doesn't add anything in the way of game play. I think if you want stealth units, Garrilla units are the way to go, but they are not spys. Spys are diplomatic units with alternate modivations, or implanted units with outside loyalties. Most of the system your suggesting lacks subtefuge. I want a spy system that is dark and nueanced, rather then just another military unit. [/quote] P
[quote]Gorgon. I agree with the first post. However, I think that your proposal just turns spies into a sort of hero that isn't really a distinct mechanic. Why bother, when you can just give certain heros those options?[/quote] As long as the options are there more or less as described I wouldn't care if it is a fully "separate" system or if these were standard abilities for heroes. But I don't really see how you would achieve the same thing with just individual abilities you giv
I like the ideas of Black Dawn, who clearly shows that you can indeed implement a spy system that wouldn’t necessarily suck. Here is how it is done: <span style="font-size: small; font-f
About randomness in a spy system: <p class="MsoNormal" style="m
[quote] pigeonpigeon Member No.3,385,796 Karma+64 August 4, 2009 14:28:51 If the spy system is well done, based on training your spies in various abilities/skills (just like you train a warrior), there is not much difference when it comes to "luck" and "bad luck" compared with the usual combat system. For a fighting unit you train it and it goes out in the fog on the map, meets another unit and dies are rolled ..
[quote who="pigeonpigeon" reply="9" id="2325275"]I'm all for an awesome spy mechanic. Being able to send someone in to another kingdom and gather information about it would be wonderful. What I am opposed to, unless Stardock comes up with something truly revolutionary that makes all the things I hate about subterfuge in TBS games go away, is actual subterfuge, sabotage, assassination. Sure, doing those things against the enemy can be fun... Except it's usually like hitti
It's a big YES - on the condition that the beta will be an enjoyable experience in itself by February 2010, otherwise it feels more like a delay than an extended user inolvement. But great idea to let the community really get involved!!!
As I have understood there will be no premade combat units in Elemental but instead up to the player to train them as wished. With that in mind I feel the best spy solution would be to keep at least the most advanced spying abilities to only heroes + special magically conjured beings (e.g. invisible stalker: a perfect spy and assassin). Personally I would not like to mix
[quote]How you can play something that sucks so bad and use it as an example is beyond me.[/quote] [e digicons]8|[/e] Ok, I think it's time to stop throwing pearls to the swines.
[quote]I've tried reading Tolkien five-six times now and every single time I get so bored to tears that I just can't keep going. I might aswell read a textbook on medieval poetry or take sleeping pills. On the other hand, I'd say that I've read the Malloreon and the Belgariad over 10 times and I still today curse the fact that I lended all my books to a friend-who's-not-a-friend anymore, because I've wanted to re-read it another 10. I don't know what kind of "proper" fictional pros
[quote who="psychoak" reply="13" id="2321013"]No, bad espionage people. It's inevitable, every time someone implements an espionage system into a 4X game, it sucks. We have heroes, we hopefully have some sort of system for hiding your presence from the enemy. We don't really need an espionage system, or an espionage unit. Just sneak real units in and raid caravans, keep tabs on enemy movements. It can be a simple ability, called scouting, t
[quote who="Wintersong" reply="5" id="2238464"]Spycraft 3 types of spying techniques: Human/Fallen as they are plus normal training. Human/Fallen as they are plus normal training plus magic support from the Channeler (and/or Heroes/Champions?). Magic by the Channelers (and Heroes/Champions?) Spies are normal units: you take them from the normal population, give them a compulsory training, some optional equipment and s/he is ready to go out ther
[quote]ou are so lucky to just be finding out about it just a few weeks from beta starting - some of us have been anticipating and dying for this game for MONTHS![/quote] YEARS, actually ... (or so it feels anyway)! But soon ... [e digicons]:D[/e]
[quote]It probably helps that my favourite fantasy author is David Eddings, not Tolkien.[/quote] Well, that explains things ...! [e digicons]:thumbsup:[/e] I read both Tolkien and Eddings as a young teenager. As a young teenager I could stand Eddings and loved Tolkien. Years afterward I, like millions of adults, still love Tolkien, and I don't have a single dime to give for Eddings, who can't even write proper fictional prose, and that is a fact and not an opinon. (Enou
Will the technology tree also include "fantastic" technologies (like astrology actually working, or deepened divine knowledge giving blessings and bonuses) or will it be reality-based only (leaving all such stuff to magic)? How many spells do you plan to include, in total? Will there be (neutral) barbarians on the map when the game starts? (in that case, please make it optional) What religions will there be and can you found your own?! Will there be an HP Lovec
[quote]I can't speak for others, but I have a feeling I won't be asking for more races or creatures in the first expansions (maybe in later ones). [/quote] Common, one of the very few negative points with elemental today (IMPOV but also genreally speaking when comparing with MOM and AoW) is that it is so narrow when it comes to races to play and apparently also when it comes to the creatures in the world. So this would definately be the number one choice for an expansion, if there is