I posted a little while ago about a space colony mod, and someone expressed a vague interest. That was enough for me to churn out some concept art and write a little bit of background and key features. Since other people seem to start planning out their own mods, I'll also start. DARK REPUBLIC A Colonize
MagicwillNZ
You know, I'm usually against DLC, but I really liked the Fallout 3 downloadable content, some of it anyway. I felt that Operation: Anchorage was a bore and that the weapons you got in the end made the rest of the game experience a little too easy, even though I adored Jing-Wei's shocksword. But Point Lookout was amazing, in my opinion. It added so much more to the game. My friend had good things to say about The Pitt too. But really my impression of the Dragon Age downloadable conten
[quote who="Rishkith" reply="17" id="2447376"]You are the blue marker, colors got mixed up. You can look at the rules thead to be sure. Might want to rethink your move with that.[/quote] Are you sure? I was the only one who built a town and then moved, so I shouldn't be standing atop of where I am. I looked at the rules thread and I couldn't find a mention of who I was, though I could just be tired. Anyways, I'll ask someone tommorrow. [quote who="KellenDunk" reply="18" id="24
Oh man, I should look more carefully. This entire time I thought I was blue. "Why haven't I moved north?" I thought. Turns out I'm red. HA. OK, time to start thinking straight about this game.
Porternielsen has made his turn, actually a couple of days ago. It's just not come through yet.
I am excited about the prospect of having much more content. I'm also excited about equipping pieces of armor, rather than entire suits (greaves, cloaks, etc). Keep up the good work.
I am going to make soooo much crap with those editors.
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Atris the ancient grey paladin, after spending years focusing his will in the high mountains becomes a earthly conduit for essence and so descends to claim his kingdom and reunite the world under his rule. (I take Yellow as my starting place, if that is how this works. Please correct me if I make a rule error.) EDIT: Yeah I know Atris isn't my handle but MagicwillNZ is hardly a fitting name for a channeler. CURRENT STATS Essence = 15
Holy crap, I just read this. OK, reading the rules. Didn't know I had been picked.
I'm lazily learning how to model and I've begun collecting some textures. I still have plenty of time to learn how to do stuff... at least enough that I can design placeholder graphics so someone can later do a better job than me.
[quote who="cleflar" reply="2" id="2433218"]I'm pretty hefty. I expect that I have more hit points than the average fellow. If you stick a blade in a skinny guy three inches deep, you probably have a mortal wound. Stick a knife three inches into my gut and all you have is a greasy knife. On the other hand, the skinny lil guy has a much higher mobility than I do. [/quote] This made me think of this account written by an ancient historian, talking about gu
Elemental strikes me as an extremely good platform for a mod about space colonization, a la Deadlock, Alpha Centauri, etc. I'm thinking mostly about the sophisticated world generation and terrain deformation (like terraforming and such). I've been writing up materials for a mod. It would be about opposing political factions competing to build the dominant colony on a planet. Depending on their economic strategy, they'd try terraforming the planet to make it hospitable for life, or poi
[quote quoting="post"] Respond here if you’re interested, have the beta, and have time to play. [/quote] Yes, yes and yes.
[quote who="RisingLegend" reply="15" id="2435858"] Yea, we probably will have too many units to do something individual... very sad but maybe we can at least see the stats of the commander of an individual unit or just the units themselves could have different stats based on their training, i do like that idea. [/quote] It would be nice to have a "roster" screen where you could view individuals without clogging up the interface. I lobbied to have something like that
I love the fact your write hundreds of pages of backstory. I have hundreds of pages of backstory too... but they're all in my head. I'm an extremely lazy creative talent, but I guess that's the Internet.
[quote who="FutileEmotion" reply="5" id="2435465"]One tactic used in combat through the ages is intentional wounding. To wear down your economy, I intentionally injure-and-not-kill, so that you have to take care of those soldiers. In elemental, I'd imagine it working like this: wounded soldiers still cost you the same upkeep. They go into a grand total of wounded soldiers, of which a certain percentage of them are healed each turn, and a certain percentage die. &n
[quote who="austinvn" reply="1" id="2435224"] Just for clarification, I'm picturing this being part of the screen that pops up at the end of a battle. 25 soldiers killed, 25 soldiers disabled and retiring to civilian population of [City X]. [/quote] Yeah, something simple like that would be nice. It's just depressing when everyone dies. ALL the time. To a rediculous extent. Actually, this feature would be very appreciated. I remember running into a problem w
This is something I might be the only person on Earth that cares about this, but I'd like to see a difference between people who are killed in combat and those who are merely permanently disabled and have to live the rest of their lives out on a farm. As far as I know, here is the history of this concept throughout PC gaming: Close Combat Close Combat II Close Combat III Why do I want this feature? Because in games there's no line between walking and fi
[quote who="VicenteC" reply="1" id="2435084"]It would be totally imposible to translate this system to a computer, but probably one of the best magic systems out there is "Elements of Magic Revised Edition" from ENWorld Press for the d20 System (I think Ars Magica has a pretty similar system too). Every spell is the combination of one verb (Abjure, Create, Evoke,...) and one noum (Fire, Holy,...), and given those two words you specify the result of the spell (with some ru
[quote who="Tormy-" reply="69" id="2434171"] Eh....rare magical creatures? Funny stuff. There won't be real differences between the creatures if the stats are based on att/def/speed only...just like in Civ4. Diversity = non-existant this way.[/quote] I don't think this is necessarily true. You could have a whole slew of abilities to balance out the lack of stats. To a certain extent, I prefer abilities over more stats... although I would like morale and endurance.
Aw man... this is awful. This might mean I actually have to buy this game. SIGH.
[quote who="Tormy-" reply="32" id="2423034"]Temple of Elemental Evil.[/quote] YES! A very underrated game. Although for me it has to be Baldur's Gate series. In terms of Pen and Paper RPGs, Unknown Armies has the best game mechanics I've ever seen.
My only problem with increased hit points from training is that I really think characters should get increased hitpoints from experience. It makes sense in my head that you have a well-armed well-trained green soldier who nonetheless has little survivability in combat versus a peasant who has been fighting all of his life and shrugs off battle wounds. In that way increased hitpoints is really more of a heroic thing than it is something that belongs to the grunts. I don't think that hu
My problem with this is that humans actually aren't all that fragile. In RPGs in general, common soldiers usually go down in one hit -- I don't think this is actually typical in real life. I think after getting hit someone is much more likely to fall down on the ground screaming rather than dying outright... this isn't something that's really simulated although sometimes I wish it was. It's entirely feasible that some humans would have more "hitpoints" than other humans, because some people a