Robbie.Price

Robbie.Price

Joined Member # 2782123
41 Posts 247 Replies 15,400 Reputation

Goodmorning all, Perhaps this is impractical But as an idea how's this. Cities act like watersheds, Each square on the map produces a certain number of potential citizens per turn, and each square is associated with at most one town. In GC2 each square was under a faction's control / influence. If the same type of equation was done for each city each square would be under control of one city, and if that control was large

0 Replies 2,446 Views

Good ideas there needs to be some cost to being in loyalty debt, especially for a long time, or long debts. other than that good ideas.

1 Replies 4,554 Views

Morning Shifter, I think your method would work for distributing more hp, but i don't quite agree that that method is the way to solve the problem. Essentially you're just making heroes and 1 person squads arithmetically like squads of 12. so instead of having units of size one to size 12 that play differently and act differently you have squads of 12 that have one figure and squads of 12 that have 12 figures. check out my idea at

2 Replies 5,618 Views

Goodmorning all Another option for a global merchant is outlined in https://forums.elementalgame.com/396352 where a global AI in-charge of non-notable NPCs would buy spare resources especially food, to complete quests including attacking wandering monsters on the map.

13 Replies 9,029 Views

My only problem with the proposed system is that i don't see how it ensures that heroes and one man squads will remain tactically valid in the late game. In the current system to keep late game heroes and one man troops valid they will have to be given unrealistic/bizarre attack and def values as well as health. And once you've given a hero unreasonable Def values you're back at the miss-fest. also with only attack and def

15 Replies 41,982 Views

I would prefer a system of continuous, gradual deployment of new goodie huts. objects are randomly spawned over time, they can be spawn points for wander monsters, goodie huts ext. Each when spawned has several depths, maxing out at the local adventuring level. So you have a goodie hut on the map, open it, and it has a spawn point underneath, or a spawn point on the map when you clear it out a goodie hut under it, which you can then also take, or no

3 Replies 5,819 Views

I actually envision being able to set quests to some degree in the Inn interface as well. if your relations are good enough, simple things like escorting caravans and reporting on activities in your lands (you get line of sight from adventures associated with that Inn AI when they are in your lands). etc. Robie Price

5 Replies 6,632 Views

[quote]as to our earlier discussion on 3 Inn AIs ... instead of being fully "kingdom, empire, and neutral" ... instead lets have Lawful, Neutral, and Chaotic.[/quote] I concur completely with the whole idea. Robbie Price

13 Replies 12,386 Views

The entire game mechanic for Squad strengths is fundamentally flawed. see any of the following for other suggestions https://forums.elementalgame.com/394521 https://forums.elementalgame.com/394023 https://forums.elementalgame.com/392880 https://foru

33 Replies 17,752 Views

I actually proposed something similar, although less direct at https://forums.elementalgame.com/396352 essentially i suggest that a quest or bounty system should be maintained by Inns, As the game progresses the Inns collect more and more adventures who complete these quests. Those quests are in part to remove spawn points and wandering monsters, leaving fewer for the kingdom to clean up. Thus indirectly reducing th

5 Replies 6,632 Views

I have the Adventures being part of the Inn AI, so the Inns use the adventures to complete quests, Some of those quests are 'trade' quests, where an adventure takes some of the stuff in the Inn and goes someplace to sell the stuff, that could be a faction, player, or a non allied Inn. When an adventure enters an Inn everything they are carrying is given to the Inn AI. (unless they are visiting to trade). [this is purely for simplicity and transparencies sake.]

13 Replies 12,386 Views

Fair enough I liked Privateer and other travel and trade games, I think the engine should be able to do this, but it's not the right kind of task for a Strategy war game. IMHO it's TOO rpg, micromanagement for a high level strategy game It's hard enough as it is to remember to move all your units and what they are all up to, add to that 5 or 6 extra heroes who are only really there to trade between Inns. . . . I would have Inn's send Inn merchants to a town to sel

13 Replies 12,386 Views

I would have the adventures be micro-AIs they have an alignment value, a loyalty value, and maybe a recklessness term. For simplicities sake I would have the over-aching Inn AI take care of who is willing to work with whom, and what equipment everybody is going to be equipped with on the way off to a mission. I do agree that ideally one would not NEED to actually move to the tile to interact, but as far as I know all quests are Tile based at

4 Replies 6,720 Views

I would agree with each Inn being a separate entity. My only hope would be that when I sell the worlds first +5 sword that the thought 'oh but my opponent could buy this...' should pass thought my mind. With local resources this becomes ... less ... likely. In general having each inn have it's own stockpile is more proper and sensible. . . but it seriously slows down some of the effects I was trying to create. My question is other than

13 Replies 12,386 Views

Goodmorning all. I actually expanded quite a bit on this idea at https://forums.elementalgame.com/396352 . [quote who="Tasunke" reply="4" id="2773373"] Aye ... and personally I think that the "spawn chance" for new lairs should increase as lairs get destroyed. (not immediately, of course, but the longer time passes without new lairs being spawned, the greater the chance increases) <br

6 Replies 8,147 Views

Goodmorning My extended version of the heroes gathering up on their own can be found at https://forums.elementalgame.com/396352 The reason for why I suggest that adventures would act without your consent is that Frogboy said this was one of the goals of the game; Have a living an active environment with adventurers wandering around creating havoc and mayhem for the empires they are in. In the game as stands th

4 Replies 6,720 Views

soldiers overpowering heroes is a slightly different problem which has little to do with levels and too much to do with overly simplistic combat models. there are any number of suggestions on how to fix that. just limiting level's alone probably won't be sufficient.

18 Replies 14,471 Views

Ideally the system would have a set of pre-worked out spells, for sake of argument all the spells the game currently has. You could even open one of the pre-made spells and edit it, than resave it. Ideally a system like that would exist for soldiers as well, Preset units with Preset names, which become unlocked as you progress in tech, but with the ability to create new combinations or edit existing presets to match your need

2 Replies 5,207 Views

How hard would this be to Mod? Would it be possible with the tools that are? You would need a system of tracking and activating condition based quests, a place to store equipment , and the ability to spawn NPC's with destinations (and the ability to remove or effect tiles when they arrived at a destination). Of course you would need Inn tiles to remain fixed, and a UI for the Inns. What else would be needed? and how much of this exists already?

13 Replies 12,386 Views

Ideally the system wouldn't favour good or evil, since the game is not so much about Good and Evil as it is about one way of viewing the world and another way of viewing the world. Survival of the fittest(individual), vs, survival of the individuals by the survival of the whole. In the empires each person is their own they must defend themselves, dog eat dog. In the kingdoms success is about banding together against common foes. thus empire like

18 Replies 14,471 Views

I also made a suggestion that would cure this problem at https://forums.elementalgame.com/396348 In short it slows down the rate that the world changes due to researched technology. Baddies come from Spawn points, Spawn points pop infrequently, and when they do they always start spawning the lowest level baddies. However spawn points come in layers each deeper layer containing harder dudes. When a

3 Replies 4,272 Views

[quote who="AlexanderCazier" reply="6" id="2769229"]Why not have it so you can pay a higher level hero to deal with a monster for you? We are the sovereign afterall, we don't have to own heroes. Stick up a poster in the local tavern, Majesty style.[/quote] actually that's what I propose to a greater or lesser extent in https://forums.elementalgame.com/396352, Of course in my suggestion they ask you to join them, but the general idea was it could go both ways

18 Replies 14,471 Views

The more I think about it, the more Inns become central to a living game. Inn's are the first bastion of civilization to return to a dead world, and the last to leave. Any adventure worth their salt's more then happy enough to bivouac in an open field, but they won't turn down a warm bath and a soft bed either. While dead land can't support a town it can support a single house, defense provided by the adventurers passing through, and food scavenged or bought.&n

13 Replies 12,386 Views