[quote]For gamers, it means that the quality of the writing in Elemental: War of Magic will be much stronger than it would have been otherwise. This manifests itself in terms of the backstory, the campain [/quote] hehe... sorry, had to... On the one hand, good for those who care! On the other... I just don't care. Its a game, I want my own story, not a continuation of someone elses. Still, always good to see gameing affect other mediums.
endofdayz
A few talents/weaknesses related to perhaps semi-random events? A developer occaisionally produces houses in his cities (Or maybe cities could start with 2 housing tiles by default?). A rabble rouser would occaisionally gain a few cannon fodder followers. A Chaos sorcerer that can every once in a while cast a spell thats way out of his league for a turn? Also what about improving things you construct? A slum lord's houses hole +5 people. A Bard has +3 culture (or whatever the chalices
[quote]You simply throw the pokeball on the ground, the Elemental AAR appears and they fight.[/quote] LOL And btw, the DOM3 wiki seems to constantly go down... anyone else experience this? I cant even finish that aar its soo bad
Your spending itall on improvements without realizing it. You can build your city all the way up, even if it puts you deep in debt
Same problem win xp, sp2 Nvidia 8800 intel dual core 2.2
Lol just noticed a little bug in the screeny at the top. Unless im mistaken, Lorina wouldn't be a King , would she I know its a WIP, just made me smile when I realized
be careful not to make the game too serius. it is about wizards making armies of peasants riding bears
[quote]Doesn't this sound like it should be the opposite? So Light battles light with no chance of dying, while if you fight the "other" side you can die permanently. Won't this promote to attack the same faction you are on? Light vs. Light and Dark vs. Dark instead of the other way around?[/quote] You make a good point. The sov is a mad powerful unit, and being able to beat up on your "friends" without losing them is a noticable flaw. Personally I think that the
Armor should reduce damage per hit; speed and shields should reduce chance to be hit. A fast dude with a decent (but light) shield should be extremely hard to hit, but able to take maybe two hits at most before getting downed. I would also like to see it noticed in some what that some weapons are great at piercing armor. A club hurts just about equally through leather, chain or splint. A spear, when it does pierce armour, usually goes plenty deep. Just some extra strategic thoughts, s
Love the silliness of the games. Its one of the things that keeps them being, ya know, GAMES. I wouldn't want it to be pervasive, but a joke here and there is what keeps it from becoming an interactive spreadsheet with graphics.
dbl post: servers acting up
Honestly, have roads develop automatically based on city size and technology, with trade volume and millitary presence infulencing things as well. A small town, little trade, early game, with a minimal garrison should maybe get a road to the (assumingly decent sized capital) after maybe 5 turns of being eligible. The road should be little more than a well worn trail. Down the line, when that small town become a bustling trade center, have it sprout roads to other nearby cities
[quote]That is actually lame... If B delivers 2 food to A and A 1 food to B, should it not be so that A ends up with 11 food and B with 19? As it is now there seems to be food created out of thin air because there is some trading network...[/quote] Thing is, trade often had an effect like this IRL. Food didn't obviusly just "appear" but trade made farming more profitable, allowing farmers to expand thier production. Trade should be made extremely valuable,
I actually like the food-print idea. Seems elegant & logical. And I hate city spam. Perhaps some cities could ship thier food and even commercial produce to other ones, and help to support the growth of "important" cities. I just believe that all cities should be like they are in fantasy. having like multiple massive metropolises is absurd, and not even very fun. A great empire should have a few, but every kingdom shouldn't be lined with them. City spam isn'
but i can't think of any situation that i can't solve by throwing more zombies at it. That about sums it up.
I really like the idea, I think the problem alot of people have with it is they see the governor as a static object attached to the city, however the post even said he could be off doing things. Honestly though, I don't think thats restrictive enough. Maybe heroes have to be a certain level? People want a game where each nation has 10+ amazing cities but think about fantasy epics in the past... Often times the capital city is the only city that meant anything to an empire, while the rest were
[quote who="pigeonpigeon" reply="185" id="2438086"] So you're saying someone who has lived in a desert his whole life would be as likely to figure out how to use a forest environment to his advantage in combat just as quickly as somebody who has spent a reasonable portion of their life in one? In reality it'd take said desert dweller a hell of a long time to figure out how to travel in a straight line, let alone to figure out how to exploit it.[/quote] The thing is
Thank you sooo much frogboy. Having college and a job stops me from participating in these inane hyper-complex topics that would kill the game. Its refreshing to see that you realize that making combat an exercize in calculus would drive away most normal people. There is a huge audience out there for a FUN fantasy game, not so much for a second job... PS- I love the tech system, and though I have no proof, im gunna pretend that you took the idea from some of my ramblings [e digicons]
Infinite techs sounds great, along with most other ideas. I honestly think a system where you research in one direction, then get a bunch of "potential" techs to research would be fun. I research into warfare. The warfare tree, at first run, has 10 techs I can get. I get 7 of them, and am now on the second run. I can now go further into the theoretical (the "second run") or I can research one of the techs that popped up, say archery. Theory techs could be expens
HIGHLY agree frogboy! A new design would make tech fun, as it is now its just the same old "min-max" tech rush you get in every 4x
heh thats one of those things that if I saw as a spell effect I would be like "Pshh, how unrealistic and overdone". Damn nature, you scary...
Why not go a simple route? After the resource is lost the player is given ten (or whatever) turns during which thier "stockpile" allows them to to continue building the units. After the time is up, give them the option to modify the units to make them legal or make an entirely new one. That or the unit just takes longer/costs more. Thats super simple, and may be the best option.
Games like this always come with the "Mundane AI" risk, and while I would LOOOOVVVEE to see an AI doing a marriage rush or a spell rush, its more realistic that there will be a few AI "sets" that all try to be balanced with maybe a slight leaning in one direction or another. Try to remember, a super amazing AI will quickly look to the player like its cheating. If 1 AI empire inherited half the map in a span of six turns after you spent the game building up and planning, would you like
I would honestly be bothered if they changed it now. The name was likely made at random, and means nothing. The same connotation of evil=black should bother a good portion of the world population but it doesn't. This is really only an issue if you have some kind of sensitivity problem or are an attention whore. on the topic of procreation in a game: You do realize that unless it is visually represented (ie sex cutscene) that sex is one of the least offensive things in human culture? W
I constructed a city next to an iron deposit in hopes of slapping down a mine on it. Well, the game let me slap down 8(!) mines on a tile below the city, while the mine was above the city. As you can immagine, the logistics of running the 8 story mine miles and miles away from the resource would naturally perplex any engineer, and it caused my computer to crash shortly after they were constructed and I tried again (in vain) to build a mine on the resource. Running XP Home edition