VermillionChaos

VermillionChaos

Joined Member # 3041012
6 Posts 147 Replies 667 Reputation

[quote who="Vladesch" reply="90" id="2672725"] Quoting VermillionChaos, reply 86If I wanted to play Civ like psychoak seems to want to, I would go buy Civ. Being different for the sake of it isnt smart. Its one of the arguments that people used to use on the Hellgate forums for various unpopular parts of the game when it was compared to diablo. (Stat feed for example, if you didnt like it then you should go back to diablo) I still thin

119 Replies 265,247 Views

On the topic of Spell books, I know Brad mentioned this: Book Levels Having Levels to the books could also be a way to enhance or expand upon the specialist: I.E. Aquamage/Firemage Having traits at each book level encourages specialization, without leaving the generalist out in the cold. Example Level 1 Fire: +Burning: 1 damage a turn for Int/5 turns Level 2 Fire: Increased area to fire spells Level 3 Fire: St

3 Replies 21,158 Views

I can agree with you there Garisi. If I wanted to play Civ like psychoak seems to want to, I would go buy Civ. Like I said before, this isn't a 'Dawn of time' situation. These people remember what advanced technology looks like, it is just that all the specialists that held the details are scattered/dead. They know what advanced farming technique is, they are just unclear on the details. Not like it has been 10000 years since the 1st war. Their gaff

119 Replies 265,247 Views

Example Governer: Bob the Farmer: Every level Bob causes 1 more food production in the city he governs and is able to choose 1 pick of a special ability, with new abilities unlocking at higher levels. Level 1: Bob gives the city he is in + 2 food(like current) Level 2: Choice between 2 skills: Frugal(-10% food requirement for all buildings in his city) OR Composting(+1 food per production facility in city) Level 3: Fr

3 Replies 21,158 Views

Putting a building synergy system in(ala TA) and lowering the slots would be the way to do it, coupled with city specialization. Honestly autoplacement of houses and improvements would make NO sense at all. You aren't dealing with 2000 years of slow technology growth. You are dealing instead with what would be essentially building cities on the moon. I.E. everyone already knows what a flour mill and a bakery are, and why you should have them as close as possible on

119 Replies 265,247 Views

In several other threads Frogboy has discussed the potential of having On-Level perks/traits skills for cities/champions/etc. This thread will then be(hopefully) a collection of improvements, ideas, and sound reasoning behind why in a TBS + 4x + RPG the idea of leveling and unit customization should be a wholly embraced and expanded upon feature. Why is leveling/perking good for a game like Elemental? It gives the Player

3 Replies 21,158 Views

Shining/Chaotic Wind Tactical 25 15 No Restore Int/8 HP to all allied Units at the start of the Sovereigns turn. Lasts Wisdom/5 turns. Life/Ruin Places effect on Sovereign, making him/her a priority dispel target. However if unchecked it is difficult to overcome without a good focus fire. Description: "Let the breeze of life flow in" "Let hatred's whispering wind numb these trivial hurts."

243 Replies 841,846 Views

@Saije: Under the current system your idea favors a purely NON-caster sovereign... which is fine if all you want to see are built-to-survive Sovereigns. The main thrust here is that Ess should be a penalty/advantage equally to all build/type of sovereigns. Even under the Beta 3 system, dieing is only important to a Warfare type sovereign if he falls under a minimum threshold, be that 1 or 5. Up until that point the non-caster DOES NOT CARE. Which is pisspoor design.<

98 Replies 266,055 Views

Also on the subject of spell casting units. Would a system like Piers Anthony's Xanth work for non-champion units? I.E. you could assign certain units a tier 1 spell, and that would be the only spell they could ever know. Would allow all kinds of diversity in a Magic Tech heavy factions play. i.e. you could have Priests(smite), healers(heal), fire wizards(fireball), etc etc.

332 Replies 834,793 Views

@annatar11: You do realize that my escalation example is fairly tame. If you made it multiplicative and started at 200, the 7th city would be all but an absolute impossiblity in non 20 hour games. Example: 1- 200, 2- 400, 3-800, 4-1600, 5- 3200, 6-6400, 7-12800, 8-25600 Even if the normal income from 2a t5 cities and Caravans is TRIPLED, it would take more than 50s turn of saving every penny to go from 7 to 8 cities, and it only gets worse from there.

332 Replies 834,793 Views

Honestly, It might just be better if Champions started with a Hidden Essence score based on class, and the sovereign could Cast 'Awaken to life' or 'Awaken to ruin' for 1 ess that would enable Essence and essence special abilities for that Champion. However this would also need to apply to all Descendants as well, in fact making the sovereign the ONLY unit in the faction that could awaken essence potential.

332 Replies 834,793 Views

Reply to Markie: Pioneer build time + Escalating cost(which could be adjusted up or down as needed) Imagine that the first is 100, then 100, then 200, then 300, then 500, then 800, then 1100. then 1900, then 3000 :P(i.e. summation type)

332 Replies 834,793 Views

Spells eh? Ok :} Combat Wave of Life: -20% all stats for all Fallen units Wave of Ruin: -20% all stats for all Human units Cosmic Balance: -10% enemy stats/+10% ally stats. Useable if outnumbered. Godslayer: Target Unit does +33% more damage to fallen units Disciple: Target Unit does +33% more damage to human units Chime of Blades: Units hit for +X wind damage on all attacks. Bards only(example

13 Replies 49,393 Views

After giving a bit more thought to the Essence issue, there are a number of low pain solutions I can think of: {Preface: The more you look, the more you realize that max mana CANNOT be tied to Essence or you will have only 1 character per faction that is able to effectively spell cast. I.E. you would siphon all Essence from sov/descendants to a single hero/sov} Any combo of the below or just for suggestions. Stat mods: Make essence important, but having no

98 Replies 266,055 Views

Also on the subject of spell organization and matrices: The reason that I though of what is essentially an array first is easy to and remove from in terms of a logical structures: Easy to add custom books later as all you would be doing is Adding contents to the cells in row A-Z, and then Marking say K as Visible for it to show up in the sovereign OR Champions spellbook. Easy to Extend on for full featured expansion/patches. So if Brad wants to add Time and sp

98 Replies 266,055 Views

@Psychoak: The Problem with a capital P, IS the complete lack of anything resembling balance between the casting stat. Int = spell damage kinda, but has no real effect on any summoning spells Wis = spellpoints and some mana regen, so it only has a realistic effect on early game research and longevity Essence = max mana, and super spells, and death, and quests One of these things is not like the others, one of these t

98 Replies 266,055 Views

Actually pad152, at current it is the other way around. Civic > all other. In 2A I could have you swimming in 2 att 3 def 10 hp units by like turn 70. Just research civics up to houses and t2 research buildings, then go over and research up to 10man squads and hardened leather armor. Then build 10man caravans between every city. Then start city spam up, till you have cities pretty much every 4 tiles :P. The caravans pay for it all, and add so much work y

98 Replies 266,055 Views

Thanks for the replies and all the good ideas everyone. The more ideas and feedback, the more work we can make Brad do! Mwahahaha! One thing that someone brought up is the research system for spells. Waste spell points is a very real issue. As I see it there are 2 good ways to clean this up, and add some nice granularity to the feel of the research system itself. The first is to put all the spells in dependency chains.

98 Replies 266,055 Views