Maybe a little too fancy but... http://screencast.com/t/YjUzZGZiNjk
seanw3
"If the only thing the sovereign should be doing in battle is run away, why bother have him in battle in the first place?" To gain xp if you won so you can make more overpowered imbued champions to spam fire elementals. [e digicons]:)[/e] [e digicons]XD[/e] [e digicons]XO[/e] [e digicons]:rofl:[/e]
Archonsod's idea should be implemented alongside mine. I am thinking his would be more functional as alchemy, when mine is more like prospecting (and fighting baddies to win it). That way Civics doesn't OP the other trees.
I wanted to add here that a given tile in the tile editor can be 2x2 or 1x1. That probably works for goody huts as well as creatures.It should also be noticed that we can extrude from the box to about 6x6 if need be.
Okay b0rsuk, I get it now. I am a little slow sometimes. It would be nice to have a hardcore mode as you say, but dynasties should be in both flavorss obviously. I guess I didn't understand because I only ever load a game when there is a bug or a crash. This game has alot of those right now so it makes sense the way it is. After the first expansion I would really like to see a hardcore mode for better imersion as it would give me extra bragging rights and I paly that way anyways to prepare me
If the justification of the resources in the adventure tree are to give an advantage to them as opposed to someone who techs up the civ tree, it does not work in its current state. I always get up to five of these techs as soon as possible even though I am a shameful civic junky. I think these techs should unlock new locations that can be explored by adventurers to gain the desired resource at each level. Adds to the questing and makes it unique to an adventuring minded player. Does t
We need a site like this most dearly. I would hold off though until more people get excited about the site though. I am easy to get excited about modding. User created content is the ultimate extension of any game. [e digicons]:thumbsup:[/e]
Very innovative farming system. I would be happy to help with your descriptions. Archaic english can be a bit tricky, but it really adds to the setting of this type of game, if you want to use some of it. Let me know when you are ready to write the descriptions.
Good point: http://screencast.com/t/NWNjMjVhYjQ http://screencast.com/t/MDNmY2FlNT http://screencast.com/t/ZjdmOTNjOGYt Merchant District Level 5. http://screencast.com/t/MzkzZGUwMm http://scr
You can but I would like this to be something a hero can specialize in with more articulated spells than what we have in v1.07. The defense up is laughable by the midgame tactical battles. I think there should be an aura I could cast around my Sov that protects him while he does some massive damage to those archers and that pesky dog too.
[quote who="b0rsuk" reply="15" id="2761339"] quoting post -Dynasties. Dynasties is a cool idea, but they never intended it to allow succession upon a Sov's death. Many argued for this option, but it was emphatically rejected. So, this wasn't promised (and the non-promise was successfully delivered in release), but it could be a feature that offers a promise of how Elemental separates itself from many other games. Doing
Please take a look at this and see of you get any good ideas. You are very creative. https://forums.elementalgame.com/395697
In GC2 we had these wonderful global events that shook the foundation of the game. We had civ based choices that effected our moral standing and diplomacy. We had a feel of game variety, I know I always feared the day that space travel was limited to 5 parsecs a week. That usually cut my production bases off from my newly conquered cities and forced a real wedge in my empre and strategy. I know the devs really want to and are almost certainly going to add both global and national even
I think it was meant to trick us into expanding but fell short due to our superior Intelignce ability. I recommend they change the tech to still give us more resources but in a global fashion that reveals actual hidden resources across the map regardless of player position as the description led many if us to believe.
Good work Heavenfall. I wish for a mod community with a hundred more of you. Maybe one more of me. [e digicons];)[/e]
[quote who="Vladesch" reply="96" id="2761294"]Hater is such a stupid word. Virtually everyone on this forum has bought the game and wants, and has faith in it being eventually fixed. I pre-ordered a while back, and could still get my refund if I wanted to. But I have no intention of such. Ill go and play other games and come back to this when its fixed. Meh. The doesnt absolve stardock from getting the flaming it deserves though, j
The OP asked what I thought would make this game special to me. I can't stop anyone from posting ideas here, but it goes against the point of this thread. Just a kind suggestion as I like your guy's ideas. The ability to make my own races and factions and especially story is what made me spend 6 months in betas and stick through the new engine's birthing pains. I was given what I wanted, but the rest of the things not working out at release has admittedly halted what I had hoped
I am 23 but I was born age 70. I was born tired of those damn kids and their rock and roll. I am now over a thousand and I just search the earth looking for something that interests me. This game does.
Nice Book. I don't think any modders have even touched spells as things are soon to change in that area. Your ideas are certainly worth looking into for the devs or any modder worth his shiny hat.
Good point malekith. I think the Inteligence aspect could be the key. Maybe certain wizards could simply choose a school of magic and as they level, they get special spells and bonuses. This would be in addition to the shard amplifications and Inteligence. As one's Int goes up, they can pick a new specialization or turn a previous one into advanced specialization. Each specialization could be something that is also needed to be researched or not, depending on how complex it would make the gam
Are you God? This is exactly the kind of design I think we all want in the locations system. We have many a time pointed to one building serving as a quest hotspot. There is so much potential in having random variable pick a loot and assign a guardian. I like the way you presented the system. I would also really like to see some magical items being randomly dropped and very rare. I am thinking once in ten games rare. The bless feature would go a long way to adding some variety to the battlefi
There is a spell to stop magical attacks so making a spell for arrows isn't that far off.
[quote who="seanw3" reply="7" id="2760807"]While these are all good points and suggestions, mine is perhaps more fun. Give Sovs a large health capacity so that they can survive longer in a given battle. Frog is already teaching the AI to not attack with the Sov unless they are very very overpowered. I think adding some very expensive but useful articfacts to the magical tree is the best fantasy rpg way to deal with this for human and AI alike. This links your survivability to the questing/mag
I tried looking at this post from a game designer's perspective. More complexity seems to be the consensus but I can't help but to feel that you guys are reading way too much into a short few statements. I think frogsy is doing quite well to decide what he will or won't cut out and from his last post it seems like we are getting a more robust, if you will, magic system. If I were him, I would be a little annoyed about how much people make conjecture before a change is even announced.
Yes, but I direct that rage to the same place I direct my sexual frustration, L4D2. [e digicons]:ninja:[/e] Hunters gotta hunt...