it's been confirmed by frogboy that it's not real time. It's turn base but continous. Meaning it's like turn by turn but it does not stop between turns unless you ask it to.
Solam
The idea of succession does not stick in my opinion. Since you have a unique ability to channel magic you just can't just transfer that ability. I prefer that my character be Unique. It give it a more grandiose aura. I like the idea that the other towns just end up neutral. Depending on your fame some might ask to join you and so forth. You can always try and short circuit the game and try to get to the AI directly. It's bee
I want to be able to threaten an opponent. I found it a bit unfair in Galciv when an opponent would tell me that my Influence starbase was making him mad and he wanted it gone when 30 turns before he had parked one right beside Earth. I want to be able to make him tremble without actually going to war. <span class="3
[quote]Instead of having "research bless" you would have "research support spells, attack spell, summon spell, civic spell, diplomatic spell, archmage spell, etc.." Then you could stay with what you need ("I want summons !! What? Summoning a dire bear? Hum.. why not I would prefer a fire elemental but .. hey .. that's life") with some randomness !![/quote] that's not a bad idea at all. Actually I find the fact that I am not to sure what i'll get very apealing
In MOM when you conquered a city you had bad blood as moral was low. I remember most of the town did not produce anything because they were rioting. This could be cool too in this game. As long as the town hates you you just can't get antyhing out of the town.
The way I see it what we really want is things to keep the player unbalance. We don't want to be sitting on our bottoms thinking our domain is secure. It's interesting to think that at anytime a dragon might decide that our mountain protecting the back of our fortress is a nice place for a lair... why don't I create a lair here says the black dragon. There is a nice fat town downthere which is a nice food source hmmm... I like that kind of idea and potential act
I thought that each race had their own unique spellbook. I don't seehow everybody can have access to all spells by the end of the game. Unless I am mistaken?
It's all good and fine to whine, let them whine once the finish product is out there. It was specified time and again that these are preliminary only. I think they look good now I can only imagine what it will be when it's done.
Maybe your very powerful Chaneller can be defeated in battle but not killed until his kindom falls. Meaning when he is defeated in battle he teleports back to his main castle. Wether is he weakened or not I leave up to the devs to decide. It could be that for a few turns he cannot do antyhing change anything, something like that. This way you cannot just end the game in a quirky battle.
I would add that the same music over and over and over again is PAINFUL. I usually turn the music off on these kind of games because it's not fun hearing the same thing. I usually keep the sound effects on and I agree with ExitJudas that a few sound effect that are attache
[quote]This is why I've always hoped, that somebody at some point, would create a 4x fantasy game, where you had to manage your resources indirectly, the way a leader does in real life, and making this premise a part of the core gameplay. Create a command interface, that allows the player to only see detailed information about the are that his avatar is actually in (a fog of war that is not only on the map), The rest of his information, should be based on what he remembers from visiting other
Can somebody explain how playing by email works? I've never heard of this before. Thanks
I had not even realised that it's the same name as the School. DOH!
[quote]Similary, heroes could also have a negative bonus that effects enemiy units that falls under the rule as mentioned above.[/quote] I was thinking that a certain Hero as gain some fame and now inspire fear in the hearts of the opposing armies. It could be something like that.
Maybe they can give a bonus to certain combination in an army. As the OP said, instead of having an entire army of dragons you get different groups together and you get something like a moral bonus.
I hope it will be similar to mom in that respect. Apart from not being allowed to build another town 3 tiles from another you could build as many towns as you wanted. Made the game really inrteresting at times.
Would or should there be a battle length. Meaning should the game put a limit on how long a battle should last. For exemple if you are laying seige to a castle can you stay in battle mode for 20 turns 30 turns or whatever. I remember when I use to play gemfire you had tot ake a certain amount of food with you when you went into battle. If you ran out you lost the battle regardless of your troops. Just a thought.
[quote]If I'm remember the gossip correctly, tactical combat will be player-controlled. I'm greedy, though--I want to be able to turn that over to a really good field commander (or just an overwhelming force) if I have one so I don't have to bother with all the clicking.[/quote] I agree. It would be fun to have the choice. I remember in MOM especially at the begining it was very important to play out your battles. A very carefully planned battle strategy could mean vict
I agree we have to find a way to end the game when we are sure we are going to win. In galciv you are going for military vicotry, and the eneemy no longer as a navy. At that point it,s pretty much a given. I would also like a way for the game to know that it's time to surrender.
I loved PUG and Thomas. They were really cool.
HEY HEY!! I agree. I wish most game makers were like Stardock.
[quote]It's definitely coming along, though. We will have a map editor (one of our many editors) for the creation/modification of entire maps but we will also have a system in place to create smaller map pieces that can be included in the generation process. So if you want to make a really well thought-out and recognizable island but not an entire map you can save out that island for later use in custom maps or you can add it to the map generation process for inclusion in a random map.[/quote
[quote]Yeah, random maps are gonna be be Bread and Butter of Elemental We dont have it perfect yet, but we think the results are going to be pretty insane.[/quote] I like the word INSANE... YEAH!!!!!
I think you already have thoughts of incoperating some of these... but just in case. In MOM you had dungeons and or abandoned towers with item, treasures, artifact or trapped heroes. I would like to have that in the game. It adds to the randomness of the game and it adds a certain flavor to exploration. I liked the idea that if you fail in your attempts you might wake a demon. (I believe I read that somewhere) Please keep that in the game. It's way cool. <p