Demiansky

Demiansky

Joined Member # 3098777
61 Posts 513 Replies 22,812 Reputation

[quote who="Luckmann" reply="17" id="2245753"] quoting post [...] 2. Dragon Clutches: A group of dragons that live together, typically a group of males or a female and her offspring. They can either be noble benefactors that fight evil empires or wicked manipulators that shake down other opponents for tribute. Sometimes, human worshippers or followers can start settlements at the base of their dens. Either way, they

39 Replies 27,470 Views

[quote who="Luckmann" reply="6" id="2239810"] Quoting Demiansky, reply 3 Yeah, Galactic Civilizations 2 minor races were basically just free planets to conquest oriented species or free, early trade locations for peaceful races. They never built a military, they never had any influence on the game, and they always built tons of constructors for reasons that will forever be nebulous. It would be refreshing to see minor opponents in Elemental that had som

39 Replies 27,470 Views

Do we have to actually sign up somwhere to be in the hat? If so, then where? I think I've purchase, all the old Galactic Civs, SOTS, Galactic Civs 2, and Sins. Does that give me a decent chance?

131 Replies 369,637 Views

Well, it seems like we are all agreed on the fact that we all would like to see the game end when the channeler dies, but that there must be an abundance of opportunities for the channeler to have recourse. As for what happens after the channeler dies, I somewhat like the city conversion idea, but with a few ammendments. Personally, I don't see how city conversion to an arbitrary ally really makes all that much sense. If most of the cities were built by the channeler and w

218 Replies 491,749 Views

[quote who="pigeonpigeon" reply="18" id="2235588"] Quoting Demiansky, reply 16 I know it sounds spiffy and novel to have the game end when the channeler dies, but I think this will be fatal to the game. The biggest problem with the original Age of Wonders is the ease of which the game promptly ended. You would walk into a dungeon or take a wrong turn and be up to your nose in enemies, even if you were proceeding with relative caution. F

218 Replies 491,749 Views

[quote who="GW Swicord" reply="2" id="2235091"] Quoting landisaurus, reply 1 ... Perhaps if they REALLY like you, they might even join your kingdom. The lack of any way for this to happen is my only serious gripe about the minors in GC2. I can get how they shouldn't just influence-flip like majors do on account of them having no chance for serious influence. But really, both the majors and the minors should be able to consider deferentially joining

39 Replies 27,470 Views

[quote who="Frogboy" reply="15" id="1933359"]The beta testers will be making the final call on this. But my opinion is that if they die, that's it. [/quote] I know it sounds spiffy and novel to have the game end when the channeler dies, but I think this will be fatal to the game. The biggest problem with the original Age of Wonders is the ease of which the game promptly ended. You would walk into a dungeon or take a wrong turn and be up t

218 Replies 491,749 Views

Hey, I made this post in another threat, but though that perhaps it might deserve its own thread. I personally think that most of a player's opponents in Elemental should not be channeler style, empire building opponents. It would be interesting were there both channeler style opponents and non-playable style opponents. There could be 8-10 channeler style opponents but many dozens of non

39 Replies 27,470 Views

Personally, I think there should be channeler style opponents and non-playable style opponents. There could be 8-10 channeler style opponents but many dozens of non-playable style opponents that could come in multiple forms such as the following: 1. Armed City States: Cities that form around some kind of defensive feature, but with no channeler. They are capable of expanding and, with some luck, create proto nations. They can be negotiated with, conque

10 Replies 48,652 Views

I think Master of Orion 2 handled captured populaces pretty well. When you conquered cities of another race or empire, you would have the option to systematically exterminate them over a number of turns based on the population size or keep them as slaves (who work less hard) until they begin to assimilate them. Certain government forms, like Democracy, would prohibit you from exterminating. If you exterminated, you would cart in your own citizens. If you kept the old p

14 Replies 9,109 Views

I was pondering the possibility of breakaway cities--- cities that are part of a channeler's empire that aren't particularly loyal, and will switch sides or declare independance under a variety of circumstances (too much oppression, their channeler is losing a war, not enough money is spent in the city despite high taxes, the city having belonged to another channel or was neutral in the past, etc.) A garrison of soldiers of the channeler's soldiers would obviously discourage s

3 Replies 2,076 Views

Hm, I may have a solution to the stack of doom problem. If numerous soldiers are in a stack, or in a certain range of one another, give them movement penalties. The more soldiers in the stack, the more penalties. I suppose this would simulate diseases that slow down the army as a result of a high density of bodies, or the destruction of the ground as a consequence of many more hooves and boots. This makes it difficult or impossible for them to run down smalle

126 Replies 382,392 Views

Hm, interesting idea Gabberkooij. Perhaps you can have a slider or civic to represent what is done with armor and weapons looted from fallen foes (or magical reagents harvested from magical beasts that fought along with enemy soldiers). Maybe they could either be confiscated by your sovereign to refine for reuse, or given to the soldiers who fought to improve their moral and loyalty. Maybe after each successful battle, you can browse through the spoil

5 Replies 2,416 Views

I was wondering if perhaps you could recover some casualties, including heroes and beasts, after you have won a battle? This makes sense, as every unit on the battlefield that is wounded to such a degree that they can't fight on won't necessarily die. If you lose the battle, you suffer complete loss of casualties, of course.

5 Replies 2,416 Views

Thanks for all the input guys. Let's hope a dev is watching somewhere :-)

10 Replies 10,554 Views

[quote who="Martok" reply="3" id="2220964"]I would very much like to see something like this in Elemental, especially the city militias. A couple of the Total War games have a similar feature implemented (admittedly, with varying degress of success), and I think it could really work well in Elemental as well. City militias would definitely help prevent the whole "steamroller" phenomenon. I think the Conscripts/Levies idea is pretty cool as well,

10 Replies 10,554 Views

[quote who="landisaurus" reply="1" id="2220653"]does wealth really make sense as a factor? I can think of plenty of very wealthy cities that wouldn't be able to form militia. (just because you have the technology, doesn't mean you know how to fight. just look at the french) Normally militia are like super-cheap (super fast to build) units who suck... And they are in strategy games all the time. Civilization has militia, for example... they are super w

10 Replies 10,554 Views

One of the things I'd like to see most in Elemental is some kind of town militia for settlements. These are not unit types that you recruit an keep around indefinately at the cost of some upkeep, as is typical in many games. Instead, they are citizens that automatically muster when a settlement is attacked by enemies and swell the ranks of any defenders that already exist (if any). The numbers and quality of militia that rally to defend can hinge on numer

10 Replies 10,554 Views

[quote who="Ynglaur" reply="1" id="2219823"]I like this idea a lot, but I would make the type of army (standing, vassal-based, levy) an option when your recruit the soldiers. I don't think we'd need a particularly complex system to add a lot of depth. For any unit (or group of units - not sure how unit grouping will work yet) you recruit, you can designate them: 1. Standing (Active) - Costs more upkeep, gotta keep 'em fed, but they drill regularly, can be used to protec

4 Replies 3,035 Views

I think a whole host of monsters and beasts that can be captured would be a very appealing element, each one with their own uses. This can either be done with a powerful spell or by units you could recruit from a "forester's" guild or enchanter's guild. Some beasts may be a one time injection of a unique resource into your empire, and perhaps some will be breedable if you capture enough. For instance, you could send your soldiers out to slay a pack of dire wolves and come

13 Replies 4,267 Views

Hey all, I've been playing strategy games since Lords of the Realm 1 and Civilization 1, with MoM being one of my favorite. If it's one thing I've noticed though, it's that the classic Totalitarian resource management scheme is a bit worn out, in my opinion. In this scheme, you have complete control over every element of production. Rather than being the end all be all dictator that is able to meticulous guide commerce and raise soldiers wherever you'd like, why not employ a

4 Replies 3,035 Views

I think it's possible to represent soldiers fleeing for the purpose of realism without necessarily having full units routing left and right. I had always assumed in MoM that as soldier units were taking hits, many of them were fleeing and not just dying. In Elemental, your units could have a morale score in which, the lower the score goes, the more units are lost due to some of them losing their courage.

75 Replies 114,632 Views

Hm, it seems like the classic Totalitarian resource management scheme is a bit worn out, in my opinion. Rather than being the end all be all dictator that is able to meticulous guide commerce and raise soldiers wherever you'd like, why not employ a more indirect approach? I've been batting around the idea of a vassalage system in which you don't have direct control over how towns or cities are governed, but instead they grow organically depending on their str

565 Replies 1,541,400 Views