[quote]In a way, this is how I run my D&D campaigns, which have become very popular. I set parameters instead of making up a story ahead of time that players must follow. Instead, I create a world that ascribes to certain rules, use the dice as a "random" element to determine geographical and geological ranges during the world's creation, and then cut the players loose to discover their own objectives and discover their own villains. If they arrive at city they haven't visisted, there
MagicwillNZ
The Elemental team has unveiled different techs which randomly appear each game. I'd like to take this a step further: techs that are only unlocked after achieving a set of conditions. Observe: You have the tech Military Tradition. Lets say Military Tradition improves the morale of your units and allows for special fancy equipment like horse hair helmets and ornamented armor, so that you can make Ceremonial Guard. But, it stays invisible at first. To unlock Military Tr
[quote]My worry is that when companies that are known for the traditional TBS type games start to create a hybrid it speaks to other companies completely giving up on the traditional turnbased system (especially if Elemental turns out to be a huge hit - which I believe it will).[/quote] Elemental is turn based on the strategic map, as was Gal Civ. Gal Civ's battles were all auto-resolve. I don't understand how this is a dramatic departure from their previous work.
You know, he's indy enough to post ads on forums and get away with it.
I'm looking forward to the breakthrough system. I would sincerely like technologies to have some sort of effect on others. For example, researching Religion could give you Religious Troops, and depending on your military advancement they are either going to be well trained well armored templar knights or masses of suicidal infantry. Having a complex net of prerequisites doesn't sound awfully good.
[quote who="Demiansky" reply="20" id="2455307"] Lol, well, once more, computers aren't writing anything. Humans are writing everything, but the computer is simply following directions that humans gave them to assemble stories. Technically, all a stories follow certain narrative rules in a person's head, so I don't see why the kind of narratives I've described would be unnacceptable. Besides, if you had a choice between reading the same stories over and over and over aga
The way governors worked in Gal Civ 2, I expect you should have something like this.
Not that this isn't a noble use of your time, I'd prefer backstories written by humans and modders rather than a computer. This is for the same reason I mostly prefer human-made maps in strategy games: someone went through the effort of handcrafting a map, so someone might as well play on it. Teaching computers to write isn't trivial, to be sure, but teaching humans to write is down near impossible. [e digicons]:grin:[/e]
https://forums.elementalgame.com/366596 Here's the info, bottom of page. It's not like a "confirmation" but the developers definitely want something like this to happen, whether it comes from us or them. Redwoods vs. pine was specified. I mischaracterized the situation in the statement I made previously.
I know that this idea hasn't recieved a comment, but I like this idea. It makes a lot of sense, and fits in with the flavor very well. I don't want this idea to die yet.
[quote who="Gazing" reply="9" id="2444481"]I would *pay* to have a mod based around making the world from these six elements: Up. Down. Top. Bottom. Charm. Strange. Quantom Chemistery is in semester 7, so it'll be at least a couple of years between Elemental is out and me having the background for that though...[/quote] Something can be arranged... [e digicons]:erk:[/e] [quote who="Aeon221" reply="11" id="2447586"]Iron: It
I, likewise, intend to do this with the mod I'm making, except you need to equip the soldiers with the survival packs to go out and survive in the hostile areas, or special training, or something.
[quote who="Ratya48" reply="11" id="2453050"]I'm not really talking about automation. What I am talking about is a set of powerful tools that allows you to manage your empire on a much larger scale. I don't want to use somebody else's general AI, I want to be able to create my own. Without modding. I want an in-game tool that allows you to define a set of rules that your general will follow. Instead of having to manually tell my stack to conquer city after city, which gets incredibly tedious
This would actually be quite good. You could have a sort of "prisoner's dilemma" situation here as well, testing the trust between two factions. [quote who="ikros" reply="4" id="2454819"]I actually like this idea a lot. It could create a number of interesting strategic dilemmas. Help player 2 get a resource and they might use against you later. So choose wisely who you assist! A word of advice unrelated to the idea itself: when posting your idea don't title it "awesome cr
I do know that there are going to be many different types of forests, for example. Like, red wood, pine, the magic kind, etc, and apparently there's going to be a difference. I've also heard that they are planning on making numerous sorts of terrain. I really can't tell you much other than that.
I wanted to post some more background info, but I thought it would be cruel to make you read more without having some pretty [edit:ugly] pictures to post along with it. I'm really big into flavor. [FLAVOR] The Incursion -- as photographed on the eve of the Ertarn Invasion of Verdania. From the Republican Free Archives. </
I'm in favor of powerful heroes.
[quote who="Raven X" reply="4" id="2449932"]That does sound pretty cool. Cudos on the artwork, that's not bad at all my friend. It will be a lot of work to do a total conversion on that level. Good luck brother.[/quote] Thanks Raven! Yeah, it's going to be hard, but for me this is a long-term project. I've been thinking about it for a while, and I've been working on improving my skills at making art assets. [quote who="Yestin" reply="5" id="2450475"]Wow! Great concept, sounds
What's the point of having an empire if you could only control your sovereign? You guys can keep your automated... I never used it in Medieval II Total War and I doubt I ever will.
[quote who="pslblog" reply="16" id="2450055"] There are some important points to consider here: 1. Combat is largely tactically defensive in many eras. "Stealing a march" on your opposition was critical because that allowed you choice of position where you could defend from. 2. Units not prepared to die will often break, something notoriously missing from many strategy games. 3. Units prepared to die to a man are scary as hell. By the wa
I remember launching an attack from a single province of LOTR risk and conquering the entire world in one go. That was my greatest victory.
It seems to me that you have a great deal of interest in the technical aspects of combat and warfare. I bow down to your knowledge on this subject, I know as far about real combat as I know from Close Combat II and III, which probably isn't all that much. But as someone who seems to a military buff, you'll never be satisfied with DnD, as you shouldn't. But DnD is definitely not a realistic system, hence the "dungeons" and the "dragons". I don't know jack about pike formations especially not a
[quote who="KellenDunk" reply="2" id="2449305"]is that a horseman dead on the floor?[/quote] It does look suspiciously like a horse head. But it's actually a gasmask. [quote who="landisaurus" reply="1" id="2449247"]Huray! woah, whats goin' on with that dude's eyes? I like the guys in the tank/bunker. I seriously approve. I love the idea of terraforming technologies as a central focus in this futurist
[quote who="pslblog" reply="8" id="2449548"]A lot of people have problems with D&D because armor exists to allow you endure damage, not elude it. In D&D, THAC0 means "To Hit Armor Class 0", a collection of mistakes that means a catapult can hit a castle wall with the same facility as an individual sparrow, so long as they are both Armor Class 0. There are a variety modifications that attempt to make sense of this essentially flawed premise, but they all essentially fail be
[quote who="KellenDunk" reply="1" id="2445481"]there is no real need for you to go to all that work[/quote] There is EVERY reason she should go through all that effort. I personally love this idea. I'd use it all the time.