endofdayz

endofdayz

Joined Member # 2788883
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Reply to Diplomacy in War of Magic

[quote]It's one thing to have an AI randomly stab you in the back after you just signed a momentous trade agreement, it's quite another for the AI to do so after having determined that you are becoming too powerful and threatening to them.[/quote] But it would still seem random to the player, and in that case what you get is a steamroller effect; the more powerful a player becomes the more likely he is to be attacked, be forced to conquer the enemy, and become more powerful. The infin

76 Replies 176,075 Views
Reply to Diplomacy in War of Magic

[quote]Many of the rules people want the AI to follow (such as being a good neighbour and not stabbing the player in the back) are rules players are often guilty of breaking. I don't think that's fair. The AI should not be crippled, it should be able to do anything the player can do, even if that is not convenient for the player.[/quote] The issue is that the AI is tasked with being the game the human plays. Its meant to be an experience, a challenging one hopefully, but more importan

76 Replies 176,075 Views
Reply to Diplomacy in War of Magic

[quote]Because players won't tolerate it. As soon as release comes out, by day 3 there will be a 500 post thread in here full of people screaming about how the AI is either bugged or cheating and that they're permanently disabling all tech trading until its fixed.[/quote] This. The issue with a clever AI, as I have stated elsewhere, is the human player will rarely see it as "clever". What would you think if the AI allied with you, then 2 turns later stabbed you in the back and

76 Replies 176,075 Views

[quote]What ideas have been used in Elemental as a result of topics and posts within the Elemental Ideas forum?[/quote] I hope very few. Devs that listen to thier fans are great, devs who let thier fans build a game for them are... thats a terrible thought.

109 Replies 215,504 Views

[quote who="Frogboy" reply="57" id="2333141"]The research is similar to GalCiv's except that instead of having say Phasors I, Phasors II, etc. you would just have Phasors with different milestones. When you research Civilization, you will soon get Diplomacy which becomes another tree which in turn would lead the way to Trade and other kinds of things. The dock on the bottom gradually fills up with different options to choose from.[/quote] Sounds good, I like it..

84 Replies 170,916 Views

[quote]There's not going to be a plot in a sandbox game. Other people have mentioned how its more likely to work already, so I won't repeat it, but the idea that you're somehow going to get into a custom game and have it behave like a campaign game is pretty far-fetched.[/quote] Ok, thats fine. My issue is with anyone who thinks it will be fun to play using the exast same lore everytime. Ill give you an example: Game A: Bill the paladin raids a cave. The treasure in said cave

67 Replies 59,283 Views

[quote]It's a lot easier to strip out lore that someone doesn't want then it is to add lore that other people do want. Especially if the modding system allows for custom events. I don't think there's a lot of fear of the game turning into an interactive story book, the whole point of a game like this is that it's a big sandbox. Adding in events, landmarks, and elements based on a coherent story rather then random stuff the developer thought up (like Civ 4's "build 8 colisieums in y

67 Replies 59,283 Views

Larger maps are better in a lot of ways. The gameplay is different, and don't get me wrong, a map can easily be too big, but large maps provide in some ways a safety net. The player has time to create a decent force, and has an empire to support it. Small maps are more "twitchy", ie they tend to rely alot more on tiny battles fought in a rapid succession. Some people like that, but for true "epicness" the arena style maps aren't really that good. Considering the fact that this is one

71 Replies 210,400 Views

[quote]Well, basically all an "endurance" system means is that you have two different health-realted numbers: your HP, which decreases when you take damage, increases over time, and kills you if it reaches 0, and an endurance number that stays the same until you take a certain amount of damage, then goes down a little and stays there until you take that amount of damage again, and so on. When your HP recovers to the point where you lost an endurance "point", it stops healing even if that is n

201 Replies 421,201 Views

Oh god... scoutdogs idea of a game makes me woozy. The devs have already stated that there will be huge armies and that "A large untrained army fighting a small elite force should be truly epic to behold". I think its fair to assume that you recruit individual men in large numbers to create an army, and not a civ4 style abstract unit. I may be wrong, but some of the alpha screens suggest that as well. Considering tactical combat isn't yet in this argument is

201 Replies 421,201 Views

the idea of "official lore" is what bothers us, Aesir. The concept that the game will be built with a "well, they can mod it in if they need to" sort of attitude, then jam pack it with lore not everyone wants. Having lore to work with is ok, but the fear is that there will be a sort of "railroad" even in the regular campaign as to how the story evolves. Some of us want empires with orcs and elves, we can't have that though, so now we are just hoping to keep the game from becoming an interacti

67 Replies 59,283 Views

I would prefer a dynamic content creation system for the engine i.e. a content randomizer that reliably comes up with background for the various elements of the game, each game. For now though, no-one really knows what we are talking about. SD seems unlikely to shoot themselves in the foot like many of us are worried they will. If the games engine is good enough, mods can save it too (though they shouldn't have too...)

67 Replies 59,283 Views
Reply to Diplomacy in War of Magic

[quote who="ChongLi" reply="23" id="2331023"] Most situations are similar. The AI needs a formula to allow it to compare the current situation and find the strategy that most closely approximates the current situation.[/quote] Ok, agreed. I think we disagree on the AI's ability to access the situation, not whether it should or not. You expect deep blue, im thinking more like Civ4 after some major modding. [quote who="ChongLi" reply="23" id="2331023"]You're thinking about

76 Replies 176,075 Views

The OP has a limited point, the masses wont care about the game unless it gets alot of flash on the net. The op is wrong though in that he believes that the game: A: Won't get attention for just being a great game. Someone brought up portal? I rest my case. B: Needs the masses. who the hell cares what most people think, the games audience is a small but devout group. If halo gets 5% of all gamers (say, 100 million) and Elemental gets 50% of all strat gamers (Say 10 Million) th

104 Replies 309,853 Views

[quote who="Denryu" reply="43" id="2330693"]OMG, I just had the most AMAZING idea for a scout feature. I need to think on it a while and will probably start a separate thread when I have some details worked out. Trust me, as someone who has never been into the espionage part of most games (a couple have done it pretty well), this is unique, it is powerful, and in my mind it fits the EWOM world. The idea I have would not need to be the entire espionage system, but it could be a VERY

72 Replies 52,543 Views

[quote]Actually, If I get my way, Heroes WILL be able to enter foreign cities, just like in any RPG. You can sleep to recover health, buy items, or offload loot. Stationing a unit in a foreign citiy is really no different than having him 'occupy' one of your cities. You don't necessarilly 'move around' a stationed city, but the unit is definatly 'in' it. Sorry again, Scoutdog...only SOME heroes have essence. While your sovereign has Essence, and some other roaming channelers have it,

72 Replies 52,543 Views

In another thread a SD dev said they would never sacrafice gameplay for graphics (actually in response to Hortz, lol) so I wouldn't worry. Also games like Spore and Empire:TW have shown that dumbing down a game for the masses is suicide, so hopefully stardock will actually work for the people who will buy thier product, not the drooling unknown

104 Replies 309,853 Views

Seriusly hortz... all you seem to want is some amazing CGI and no game underneath. Some of my favorite games are the oldies, with crap graphics but awesome gameplay. Its not just nostalgia, its the same reason playing crysis left me bored after 15 minutes and yet I still can play Civ2 or MoM or AoK and have a ball.

104 Replies 309,853 Views
Reply to Diplomacy in War of Magic

[quote who="ChongLi" reply="13" id="2330349"]Have you ever played against the AI in a game like Warcraft 3? One thing that made me recognize the power of an AI in a computer game is the fact that it is capable of multitasking to an extreme degree. If the hypothetical AI is just peacefully building away, then it is clearly designed improperly. The AI should be building, growing, amassing an army, exploring the world, levelling up its heroes, conquering nodes and amassing items all a

76 Replies 176,075 Views

[quote]Well, you'll get it. Nowhere did we hear that the sandbox games would have events and behavior dictated by story.[/quote] Meh, I'd like to see where they said the opposite? I really don't want alot of story in my game ruining the creation of my own story. I really dislike how the devs have went from posting interesting info on game mechanics and the functions of thier features to something about a book and whatnot. One would hope they havent abandoned the ideals of a player cre

67 Replies 59,283 Views
Reply to Diplomacy in War of Magic

Ok, you clearly gave your ideas quite a bit of thought, so I feel it fair to address them individually. [quote] Diplomacy is one area that has been severely neglected in all of gaming. The only game I've ever played that had good diplomacy was an MMO called Shadowbane (and the diplomacy occurred between real players and involved the real consequence of losing your city). [/quote] The reason you only see this with real players is the same reason that you are

76 Replies 176,075 Views

[quote] I just realized: One of the screenshots displays a spell called "bridge building": [/quote] I cant wait to research the spells "agriculture" and "Iron working"

30 Replies 89,080 Views

[quote]I dion't need to be a dev to know a little bit about general programming, and while it would be doable, seperate-unit spies are sipmler, and can be more easily modded.[/quote] They are also more convoluted. "Easy to mod"? If everythings in python, you could turn this game into an FPS with some clever coding. You don't appear to know that much about the entire topic of programming actually. It is likely that the hero class has different actions related to what it is "interacting

72 Replies 52,543 Views

[quote who="Scoutdog" reply="33" id="2329923"] From the programming perspective, heores don't enter enemy cities, they don't move around within the cities, and they are combat units. In order to make them move around in enemy cities, gather info, and not be combat units, you would need to drastically alter the hero "object". Heroes are tied into the essance, and I fear that making them require it would make spies too scarce, as the product (remember, just one counterable spy here) w

72 Replies 52,543 Views