Wintersong, amazing post! Had me laughing out loud at some points! "a future in which even the most simple villager sneezes hurricanes and farts fireballs..." "So he would need to sell his services somehow (his magical ones!)" "let's face it, Gandalf "went Gandalf" because he was broke" -so true!! "Vi Agro can help you empowering your seed" [e digicons]:D[/e] [e digicons]XD[/e] [e digicons]:rofl:[/e] while funny, it wa
RisingLegend
[quote] Spell could have a maintenance cost. They don't stay charmed unless you pay upkeep. [/quote] agreed. bc i already said it [e digicons]^_^'[/e] [quote] There could be an ongoing chance of the creature breaking free of the charm based on its level. For example, the % chance could be equal to the monster's level - a level 8 troll would have an 8% chance of breaking free each
[quote] CivIV really shot themselves in the knee, however, by only allowing 1 building per type per city (e.g. one temple, one forge, ...) [/quote] Yea, i suppose, tho it was always irritating to micromanage what building was to be built next (especially towards the end game when you have a ton of cities) but I suppose i never utilized governors... I just hope Elemental can put more focus on the specialized cities instead of "every building in every city!" [e digicons]\o/[/
[quote]Sounds cool. I can haz beta access?[/quote] I've seen this post by you like 500 times [e digicons]^_^[/e] its not even fun yet, interesting maybe, but definitely not fun [quote]I'd want a UI chunk that let me 'go through my files' at will and look at old rumours in the light of new events and/or other rumours.[/quote] yea, i think this would be important, maybe it could auto update old rumors if you found something that would change it?
Wow, great post boogie! [e digicons]:thumbsup:[/e] I like the current scenario well enough, but what if we had to maintain control over units with mana upkeep? You know in order to keep the units will as ours. This would make our decision a little more important. Make us weigh our options more. Will we be able to charm enemy units as well? I think that would be an interesting implementation for spying [e digicons]|-)[/e] I think units with a "powerful mind" should
It's been a long time since the last beta release, my assumption was that we are getting two updates in one: a Dynasty and Magic beta.
[quote]Building an empire is about keeping people happy, forging agreements and keeping your own "friends" on your side. That's why I'm hoping Brad and the team comes up with a revolutionary intrigue system based off of something like from the "Song of Ice and Fire" series. I want to, in the moments when I'm not stressed about winning a war on the outside , be stressed about losing a war on the inside . I want to have to be wary of that lord who I tho
[quote]Maybe elemental would benefit from having many AIs in the game and of different sizes.. and very alliance/warfare active.[/quote] Well, maybe i'm the only one, but I'm hoping Elemental isn't too "warfare driven".. Because you see, thats what I always ended up doing in CivIV: going to war for no reason just to give me something to do. To me, a game should be engaging whether you are at war or not. And maybe I'm expecting too much out of a game entitled "Elemental:
[quote]If shards are the primary mana sources and they end up functioning like coal mines and oil wells in Civ, then I'd say that "magic is mired with the mundane economy." But if channelers themselves can be major mana sources and/or other mana accumulation methods are in the plan, then maybe not so much.[/quote] I'm hoping for the latter, that other methods are being planned. but also, if caravans are still going to bring resources from the mines to the cities (which isn't guarantee
[quote]I doubt that, based on what's been said, there'll be any kind of age mechanic for channelers.[/quote] Oh I doubt it too, though it raises the question of how many generations are actually going to go by from game to game. Will the lore (That channelers live for a few hundred years) affect gameplay as to there are going to usually be around 3-5 generations per game? I don't know, it's very confusing to think about. Especially late at night after a few of these ---> [e d
[quote]Let's say that by sticking a soldier on a horse, he gains the faster movement and the "cavalry charge" bonus - after moving at least [making up numbers here] 3 arbitrary distance units in a tactical battle without attacking, his first attack after this movement will do 4x normal damage. This makes him a natural counter to, say, an archer unit with high damage and range but little health, who will be quickly annihilated by a charge. Now let's say that giving another soldier plate armor
sorry, my post was way behind the times... [e digicons]:blush:[/e] didn't see a page 2 at first...
[quote]a real, honest-to-Titans spellbook should look old and crinkled, IMHO.[/quote] lol "honest to titan" [e digicons]:thumbsup:[/e] I totally agree tho [quote]This sounds like a good system, but how will it prevent people from winning early on by grabbing up shards?[/quote] I find myself asking this too but overall, I'm liking what I'm seeing, this sounds like a much better system, and I lookin
[quote]I agree with GW, that a turn should just be a turn. I think it would greatly simplify things.[/quote] I personally think this will be one of the most important factors of Elemental and its ability to immerse the player. If I have a son and he comes of age in 20 turns but it takes me 15 turns to train a group of 10 soldiers im gonna be really concerned. It doesn't matter if the turn is called a turn, a month, a year, or whatever because i'm still going to know that these don't a
Completed [e digicons]:grin:[/e]
[quote]Well, I imagine your wife will die and then you can either forget about new children or seek another wife. Pretty much. I think the idea is that Scions are mortal just like everybody else. In fact, it seems to me that in this game agelessness comes not so much from the person's physical self (hereditary, untransferrable, etc), as it does from circumstances largely out of their control (exposure to the Shards, blessing of the Titans, that sort of thing. Think
[quote]This alliviates my fears about everyone just being human on the Fallen side. What about the non-Fallen though? Won't they be rather dull in comparison if they are all just normal humans or is that not the case? Tolkien had elves, dwarves, hobbits and men on the good side. Will we see a similar variety with the "normals" in Elemental?[/quote] I believe that this is going to be handled in a similar way to Civilization. I mean you don't think this way of th
I will never buy a game that I have to log in to play single player, nor will I buy a game on a subscription [e digicons];P[/e] That's whats kept me away from the WoW's, etc. for so long and if I have to start doing that just to play games then I'll stick with Master of Magic and X-com for the rest of my life thank you very much... geez... corporate america is sick...
I'd have to say mine is Ufo: Enemy Unknown/ Defense (which is it? lol im just gonna call it UFO) But I've been playing apocalypse and to tell you the truth, I wish these two games could have been mixed together! Here's the x-com game I would make if I could: -Make it a fight for the world (Apocalypse is just in a city) - But make the tactical battles as fleshed out (terrain wise) as they were in apocalypse. What I mean by that is that if you fought in a school, the pla
[quote]That would imply that as they said that x-Com is another of its inspirations, we should be getting alien invasions... (as long as it's from the Far Realm, it would be cool)[/quote] Alien invasions!! [e digicons]\o/[/e] speaking on x-com, picked it up again lately, and I'm really looking forward to how they intend to use it for inspiration. But your right, inspiration is just that, it doesn't mean it has to be just like it. [quote]i do tend to
[quote]I had the impression that being Fallen meant being oriented to Death magic, which most everyone typing around here seemed to equate with Evil. That appears to be wrong now.[/quote] This is how I interpreted what Frogboy said as well, and it's good to hear, especially alongside the fact that not all fallen are going to look the same, this is a very informative thread!
[quote]It seems like it's hard to get traits to really carry over unless you make a lot of different slots for areas of the face. Crusader Kings seemed to do foreheads, chins, and noses.[/quote] Crusader kings did a pretty decent job of making people look different, there were always just too many people to even try and recognize each one individually. I hope that Elemental can pull it off so that we can recognize a person just by their picture, no matter how many people there a
One word: Awesome. Ok, I'm done, I can go to bed happy now [e digicons]:grin:[/e]
[quote] But then I'm still not quite over seeing Camp 1 dismissed in the wake of the Great Econ Thread. [/quote] I'm not either.. [e digicons]:'([/e] but I was happy to see in the latest journal entry that modders will be able to put it in. I don't think we need to worry, someone will mod this into the game we wanted [e digicons]^_^[/e] lol Overall, love the idea, Lion. Don't think we'll see it in the vanilla game, but I'm gonna try and l
I totally agree with you here Sarudak, I think games like these need to move away from only focusing on city building. You are completely right about "Cities are not everything in an empire." In fact, one of the things that infuriated me about civilization was the fact that you ended up having almost every building in every one of your cities. I would rather have "specialty provinces" where I'm gonna decide to have my iron swords made in the Abdulla provine because they specialize in that. It