[quote who="John_Hughes" reply="256" id="2824937"] I don't think that idea is actually under discussion. Despite being that all powerful Wizard King, you currently still have to select and place whatever building(s) are needed to create that "armor manufacturing hub" so that thought fizzles out rather quickly. If though, we had City Managers (or whatever), who attended to all that, then you could be off firing of your fireballs and not have to worry about it simply after leavi
Tridus
[quote who="onomastikon" reply="64" id="2824926"]The only really bizarre thing I see about the contest is the first prize: graphics card (ok) AND spell will be implemented into Elemental (woo). But wouldn't you want to implement ALL of the spells into Elemental that are at least quite good (if not the winner)? So assuming you have about 1000 entries, wouldn't you want to implement a couple dozen? I just cannot imagine the first place making the cut and the rest not. But be that as it may
[quote who="Sythion" reply="232" id="2824822"]Again, sounds needlessly complex. It's not trivial to implement, and not particularly visible to the player. The gain of realism is not worth the costs IMO.[/quote] Okay, so you'd solve the problem of units with skills that only work while they're in cities gaining XP and levels... how exactly? The solution actually isn't very complicated at all.
[quote who="Sythion" reply="228" id="2824770"] Like Oblivion. The only problem is it's not trivial to determine what causes what to level up. Do I gain levels in merchant by doing nothing? By sitting in town? Does that mean that all champions will become merchants? What determines how many hps you have? How high your stats are, etc. And for a newer player, such a system is much more complex and confusing. Not something I think needs immediate attention.[/quote] You could do it by
[quote who="John_Hughes" reply="253" id="2824729"]P.S. I am not a fan of the auto generating Caravan idea. If they are to be an integral part of the game, in some meaningful fashion, then you should have to look after any and all supply lines you set up. Is it really "you" or the computer that is running the bleeding Empire. Click and forget is never good, or should be considered acceptable behavior in any 4X based game imho. [/quote] If I'm an all-powerful Wizard Kin
[quote who="alaknebs" reply="223" id="2824580"]so.. how does imbuing work in 1.1? (without digging through a few hundred pages that is...) i mean currently, the sov sacrifice max mp to give someone else some max mp... with shared mp, does it cost anything?[/quote] 1 mana/turn to maintain it.
[quote who="landisaurus" reply="7" id="2824398"] only I got in while they were still offering first 2 expansions for free wha? I wasn't aware this was ever going to expire. That is so they can get in the polish you mentioned to be lacking. Its a matter of principle to them to ensure their customers have a certain amount of quality. [/quote] Yep, it expires.
[quote who="RavenX" reply="57" id="2824014"] Quoting Heavenfall, reply 56@RavenX I went through about 150 of the spells, and I didn't find a single one that was possible with the current limitations to spells in the game. Whoever wins, it is likely they'll need to create a custom function just for that spell. I wouldn't doubt that one bit my friend.[/quote] Derek specifically said the idea was to forget about the limits and be creative. Maybe they just want to see what
[quote who="Wizard1200" reply="211" id="2823914"] Yep, i think 1.1 should be delayed until it is really complete. Releasing 1.1 without an initiative based combat system and without casting times is a mistake, because these are huge gameplay changes and an expansion that includes these changes will look like a new game.[/quote] And releasing nothing until June isn't a mistake? Will anybody be left around here by then? For that matter, why is it not okay for an expansion t
[quote who="Derek Paxton" reply="204" id="2823498"] Casting Time isn't in 1.1, but it is speced to be included. The problem is that Casting Time is big change with art, UI and AI implications and it interacts with future systems (meaning that if we implemented now we would need to reimplement later anyway). So it isn't in 1.1, but I want Casting Time too.[/quote] [e digicons]\o/[/e] This thread just gets better and better.
[quote who="luketan" reply="202" id="2823463"] Nonsense, in MOM you couldn't predict what nodes you would be able to get, it still worked fine. I used to believe games should give you perfect flexibility but now i realize part of the fun is to have some options taken away from you. Again MOM did it best.. the number of spell books you had would determine which spells you would get. And i agree it was more flexible, not "all for nothing" but&nbs
[quote who="nikmesh" reply="198" id="2823388"]So is casting time for spells confirmed in 1.1? If yes, then any idea what is going to pass for the MOM equivalent of 'casting skill?'[/quote] No, nobody's said anything official about it. I'm just pushing for it. :)
[quote who="Gazz_" reply="190" id="2823248"] If there is casting time and cooldowns for abilities - as was the plan - which can presumeably also be used on spells since abilities are spells, then it's pretty close already. Adding a temporary mana buffer to casters would just add one more layer for the hell of it. What choice would that mana buffer add that a cooldown does not? Both limit the spells you can use in a certain time frame but the cooldown way is easier to bala
[quote who="Wizard1200" reply="193" id="2823346"] Good point Perhaps Elemental should use the same mechanic as D&D. Instead of increasing the base damage from 1-8 to 1-13 the bonus damage should increase the base damage from 1-8 to 6-13. This would make Strength much more useful. With the current stat formulae i would set Dexterity and Intelligence always to 5, because the small chance of evading an attack or spell is not worth the stat points and with every le
[quote who="marlowwe" reply="177" id="2823042"]GW and Tridus, you guys make good arguments. What worries me though is how we got to where we are now in the first place. If two months after release we've ended up neutering a core mechanic (and whether it really had a future in the game is debatable) this leads me to believe that SD never really had a coherent design plan for a lot of the mechanics currently in the game.[/quote] I don't want to drag up the "what went wrong" stuff again
[quote who="GW Swicord" reply="176" id="2823027"] True, some of us are complaining about dashed hopes from the pre-beta and early beta days. But you're doing some red-herring thing by saying "complaining about a concept." Software is fundamentally conceptual, and design arguments are about what concepts you want to see expressed in the given app or OS. The 'roots Essence' stuff most definitely had potential to be major game mechanics, but the erosion you describe basically threw that bab
[quote who="Wizard1200" reply="172" id="2822949"] Hmmm, in D&D 3.0 or 3.5 a Longsword inflicts 1 - 8 points of damage. With a strength of 10 a character gets 0 points of bonus damage and with a strength of 20 a character gets 5 points of bonus damage. The average damage of the Longsword is increased from 4.5 to 9.5.[/quote] Fair enough. :) But it doesn't do 1d30 damage, which some weapons in Elemental do. Doubling that would require a lot more then 20 STR in D&D,
[quote who="Wizard1200" reply="166" id="2822852"] You are right. The suggested HP were perhaps a bit too low, but the main reason of my post was that i think the stats in 1.1 have only a very small impact on the gameplay and that makes the RPG part of Elemental boring.[/quote] There's few RPG games where some stats had such drastic impacts as something like Strength does in Elemental 1.09. In something like D&D, a unit with 20 strength gets a higher strength bonus then a unit
[quote who="nikmesh" reply="163" id="2822835"] Though I was comparing some stuff and a vetern unit starts with 10 HP and gains 6 HP per lev up. That means that any veteran unit is the equivalent of a 15 con hero in terms of Hit points. I don't recall what an elite units starting HP total or HP gain is, but it's reasonable to guess they have 13-15 HP and gain 7-9 per level. With that kind of HP scaling that puts elite units very close to either a 20-25 con hero, with the 25 con just about
[quote who="rossanderson48" reply="30" id="2822773"] I think that if you destroy a faction, any cities of yours that they owned should be returned... Too bad YOU think that way I think they should all be RAZED as that is what I would do if I were being defeated by someone. I'd leave them NOTHING...NOTHING NOTHING I tell you. I'd burn every town every village and kill every villager and townsfolk. muahahahahahahah So, the game plays well and realistically as it should. impo[/qu
[quote who="Wizard1200" reply="158" id="2822754"] The level scaling of the stats should be completly removed, because a character gets new stat points at every level, and the stats should have the following formulaes: Attack (should be called Physical Damage) = Weapon Damage * Strength * 0.1 Defense (should be called Physical Resistance) = Armor value (which is substracted from the Damage) Physical Accuracy = (50 * Dexterity * 0.1) % (Weapon Attack) Mental Accur
[quote who="kenata" reply="148" id="2822668"] Can you imagine if we told Brad in the two necroed threads on this page that combat wouldn't be RTS, and that we'd be dealing with army sizes in the double digits at the absolute max rather then thousands? 12 units of 12 troops for each of the two sides equals 144 troops which is triple digits. From my perspective, 100 troops v 10,000 troops is irrelevant as long as the combat is fun and the encounters are strategically meaningful. I hav
[quote who="LeBlaque" reply="141" id="2822562"] Essence is GONE?? It never really worked well but dumping it???? Did they take properties out of Monopoly too or now Texas Hold 'Em has only one hole card? https://forums.elementalgame.com/387624 Can you imagine if we told Brad in that Summer thread, "Hey Brad, just *hit can the whole Essence idea..." [/quote] Can you imagine if we told Brad in the two necroed threads on this page th
I think if you're going to lower dodge based on armor weight (which is a good idea, particularly if you can make lighter enchanted armor using crystal), the base dodge numbers have to be higher. For a standard unit with 10 DEX, a -5 dodge penalty drops their dodge to 0.
[quote who="Heavenfall" reply="8" id="2822344"]And I'm sad to say, that the mods being done absolutely have not warranted such an application of resources. That is to say, that the modding has been very disappointing, in my opinion.[/quote] I don't think that's entirely fair give the capabilities given to the mod community to work with. Data file modding alone is really limited when you have no scripting or programming to go with it.