Goodmorning all [quote who="Tasunke" reply="1" id="2441576"]I would say, you select a certain amount of soldiers of one type and click "create unit" ... they move in the same direction, are basically a rectangle, triangle, or mob of people, you can't separate them (well, you can, just not during the battle), and so there is less flexibility, but strength in numbers, rank + file. [/quote] While yes this is an obvious, and simple mechanic, I hope that Elemental will
Robbie.Price
Goodmorning all, You still need something more then just how many and of what, because there are going to be too many differnt unit types and different non standard names. not to mention the risk of dishonest naming 'instead of 'death knights of curbstomping' i name my calvary 'starving and disorganized peasants' ' So when your scouts pop up you see 411 'starving and disorganized peasants' . . . . well if you believe it for a second,
goodmorning, one can still calculate a probablisitic number. you can always calculate a probabilty, It may not mean much but you can always caclulate it. and then all you need to do is take the number caclulated in a standard way, and map it onto historical battles, how well the user actually does when the probabilty is caculated to be As long as you have a sandard number, you can then translate that standa
My bad, i thought you were refering to metals being at differnt sites, al. la. Civ 4, where when you finish a tech all the iron spots all pop up at once. which is sortof unrealistic in this sanario, but if all the metals are in one place the point is mostly mute
Goodmorning all, Elemental Promises to have battles scaling from 1 chanaller and his 5 plucky sidekicks all the way to 10,000+ unit armies with heroes, tacticians, landscape altering spells, and who knows what else. . . . But I haven't seen very much discussion on how the game will play this huge scale difference. . . . so I thought I would post some thoughts. Overall Suggestion (in a nut shell). Each size army (5 defined) has its own function, and strengths an
Goodmorning all The only problem with this is that it then requires you to do manual scouting. yuck. Part of the premise of the game is that the world is alive, bands of explores leave your town and walk around all the time, marching into caves and getting themselves killed, or returning with gold and getting tottally hammered in your bars(providing you the gold via taxation, or a fraction of it.) we're going to be able to watch this all happen. Perha
Some method of evaluating combat risk is nessisary. Frogboy hinted that in late game many people will let thier hero's guide battle, based on thier 'leadership ablility'. Personally this strikes me as suspicious, but i trust Frogboy and team to do thier best to make this true. (hopefully without inforcing a leadership ablilty limit on how many orders you can give in or to a battle baced on your soverins 'leadership', and or distance from battle....) One simpl
[quote who="joasoze" reply="5" id="2439408"] Except that he wants to take into consideration the size of the army as well. Your number calc would end up with some strange tracks. If armies criss cross a bit on the map there could be a square in the middle of nowhere with a track just because this square was used a few times by chance by passing units. And do you remember late game maps in CIV (earlier versions) when the whole map was covered with roads? Do we
each square would only need one number, the number of people who have walked over it 'recently' the value dropes each turn *nature reclaiming the path if it's not walked on* if the square exheeds a certain value, and it's neighbour also exceeds that value, a track is made between them, passing between them is faster. really not as hard as you suggest robbie price
This is planned, if the dev journals are to be belived
goodmorning all, It isn't the way i suggested, currently you face a long and expanding list each time you move up a level. [quote]If you choose nothing, why should there be a chance for a RED tech to turn into a YELLOW one? As I understood the new research idea Frogboy suggested, going from Warfare III to Warfare IV is what makes new techs show up, but also what makes RED / YELLOW techs to change to YELLOW / GREEN. Having a tech become easier to get just for 10 (
A quick suggestion for the new research mechanic. As proposed you'll end up with a HUGE list of technologoies to choose from by say level 7. even at level three we already have Barracks (green) Weapons (green) Leather Armor (green) Plate Armor (yellow) City Walls (green) Archery (green) Fortify Position (red) For options, if we only get one tech per break throu
Goodmorning all, I don't see why deminishing returns are nessisaray, or even remotely desirable. considering that we've already been promiced that end game power will be exponetial with unlocking more and more powerful spells, and gaining more and more power faster and faster... it only makes sence to me that the infinite techs should follow the same, general, theme. Then you put in semi randomly assigned cross disipline prerequisits (one because it ma
Goodmorning all One though about forging from https://forums.elementalgame.com/367108 you can see my idea on unit building and how to keep from having an exceedingly cluttered menu of units to choose from who never the less remains up to date. But this system Explicately assumes that if you don't have a resourses you can't build certain types of units. Thus i two would prefer a system where high end raw resourses don't have a rummage value. I t
Goodmorning all I just want to say that spreading the cost over many turns should be an option, but not the default. possibly with some slightly raised total cost assosiated with that choice. sometimes you just don't have the goal sitting in your account to do things you would be able to afford, if the cost was spread out over a few turns. Paying all up front definately aught be the default IMHO, but per turn costs also have thier advantages and shoul
Goodmorning all, I just wanted to voice some thoughts on Infinte tech. Firstly, I want to say i am in favour of infinte tech, in principle. Infinite tech trees are more interesting then artificially teminating ones. But, i would like to warn against a few traps that are easy to fall into. Going nowhere 'fast or slow': The tech trees of Civ4 (and others), Masters of Orion, and most others are all . . . at least technicall
For illusion magic it would be cool to have illutions that effected your opponents troops.. Cast a fireball, matched with illusion and the number of troops 'hurt' appears to be twice or three times as high as it actually is, (units see more units running around burned and screaming then are actaully there.) The effect: Lower moral, and if you are hit, you see 40 troops dead, when only 15 died, after a few turns or seconds or time, the number of troops would return to i
Goodmornign all, Basically ya, a fully elite unit can do anything they've been trained and equiped to do regardless of where they are or what the situation is around them. A green unit may know that now would be a great time to down a bottle of cure poison, but not have it on hand, or be in to much pain to focus on getting it out. . . whatever. Most skills are trained on a flat grass training field, under ideal conditions where nobody is really trying t
What does that little girl thinks she is doing? wow.
Goodmorning all, Been giving some thought ot unit experiance, have an imcompleat idea i wanted to share. In 4X games, often experiance and levels = more hitpoints, or +1 to hit,/ defend, whatever. . . Which is well and great, but i think it somewhat misses what learning about real battle is about. Many of our units are going to have special ablilities, Shield wall, pike wall, co-ordinated actions over a full unit, activating a special weapon or
My spidey sence is tingling, Your town is about to turn into the focus site of a demon reincarnation, oh and you're going to loose your spectials in the toilet tommorow.
Goodmorning Fortunately or unfortunately, individual unit design is a huge part of stardoc's selling point for this game,althoguth the system you're suggesing would be much simpler, it simply doesn't meet the requirments set out by the developers and thier promises. It won't happen. Robbie Price
The only real probablem i see with this plan is that most of the proposed vicotry conditions are exponetial. meaning as you get closer to achiving them you get more powerful exponentially, and those that don't are setup as game breakers. that being said multiplayer could have a set of non game breaking victory conditions, like the card game risk, hold all of asia for 10 turns, defeat yellow, control Austraila and Africa at the start of your turn. . . These lesser
Goodmorning all, Right, but the question is when you get sadle 2.0, or 'advanced Equestrain Training' do you want to have (Light Cavalry, Heavy Cavalry, Cavalry Archers, Magical Cavalry) + sadle 2 (Light Cavalry, Heavy Cavalry, Cavalry Archers, Magical Cavalry) + 'advanced Equestrain Training' (Light Cavalry, Heavy Cavalry, Cavalry Archers, Magical Cavalry) + 'advanced Equestrain Training' + sadle 2. That's 12 differnt unit
regaring multiplayer; The spell i'm considering would only work for one event, so fighting a battle but letting the Autoresolve sove it for you, [but only against an AI apponent] or during a battle one unit running up and hitting one other unit, once. or casting it just before opening a chest, or clearing out the last of a cave (and exposing what is in the level below, if using the multi-leveled caves idea from Living cave discussion https://forums.elementalgame.