sagittary

sagittary

Joined Member # 3169291
5 Posts 387 Replies 785 Reputation

[quote who="sholland" reply="8" id="2774579"]I think Tiger cavalry is a stupid idea though: Reduced 61%Original 900 x 720 [/quote] That tiger has a manface. :P What about midgets carrying tiny elephant cavalry?

31 Replies 82,707 Views

[quote who="Darvin3" reply="111" id="2773717"] If a unit with X power -always- wins against unit Y, the player will feel less involved; the game won't be rewarding their skill at commanding units no matter how good it is. I disagree and believe the opposite is true; that less randomness gives the player more control, more involvement, and better rewards skill. The problem if unit Y can beat unit X is that there's a 20% chance (or whatever it is) that one playe

140 Replies 327,399 Views

[quote who="falconne2" reply="26" id="2773628"] Quoting 1SuperG, reply 6Ok, in all seriousness, I'm having trouble keeping up. In one thread you state CIV is a COMPLETELY different game and really shouldn't be compared to Elemental (which I agree with) and now here you're on board with ideas people have extracted from watching CIV movies. There is no way in hadies I'm going to presume to understand your job Brad, but while I think it's great that you want to put some ideas fro

40 Replies 110,659 Views

By nature of the genre, 4X games generally aren't about stories. They're generally attractive to gamers for challenges and world-building. Defeat X using only Y. Get to Z with A units. The story and campaign are generally framing devices. So while a nice campaign would be good... I think it'd really be best served if it were set up less like an RPG where the experience is heavily dictated and more like a series of challenge where the player is given the power to build things, use resources, e

42 Replies 26,538 Views

I think it'd be a relatively simple mod but I also think it would not nearly be as easy as it seems to be. Unexpected gameplay consequences would almost assuredly occur; on the upside and to your credit, this sounds like something you're thinking about. The most prominent thing as Tah said though is getting the engine to handle a number of units that'll be several orders of magnitude greater.

21 Replies 12,971 Views

[quote who="Sethai" reply="3" id="2773181"] Quoting sagittary, reply 2Scaling spells is a good thing; it eliminates the issue where in the late game, you have a bunch of ineffective spells you never use or early game research where you just ignore the lesser spells and start researching the high level ones. I would say though that spells with more utility would be good. Instead of 20 different spells that all do damage in 3 different ways, mix up what spells

12 Replies 6,218 Views

From what I've seen and played with, I'll be sucked into them like a second game. :P That said, I've personally held off on them until the game settles down.

13 Replies 14,132 Views

Yeah, it seems the nature of the beast of 4X games. And it's not like we can just 'recognize' that you've won and are in clean up phase easily. Moving the victory conditions further inward so it happens sooner just moves the cleanup phase with it. Perhaps simply a 'Retire' command that ends the game right now and assigns victory based on that (Retirement Diplomatic Victory versus Full Diplomatic Victory). So at least there's some reward for getting to the clean up phase."

11 Replies 7,899 Views

[quote who="Wintersong" reply="2" id="2772945"]I don't get why "Imbue" is supposed to be related only Life magic. Isn't it just "take a part of yourself and put it in someone else"? [/quote] Hey, this is a PG-13 forum! ;)

9 Replies 8,898 Views

Scaling spells is a good thing; it eliminates the issue where in the late game, you have a bunch of ineffective spells you never use or early game research where you just ignore the lesser spells and start researching the high level ones. I would say though that spells with more utility would be good. Instead of 20 different spells that all do damage in 3 different ways, mix up what spells and special abilities do.

12 Replies 6,218 Views

Diplomacy should require actual interaction and manipulation of everyone else. Civ (for lack of other examples) puts a few twists into diplomatic victory so that it's not just a matter of have the biggest army with the biggest wallet to buy off people. First, it requires a Wonder that's positioned where most end-games start. Second, it requires voting and not just making alliances; so it's no just a matter of having the biggest army, they have to have an reason to vote for you.

17 Replies 14,598 Views

[quote who="FadedC" reply="33" id="2772403"]Having finished the main game, it seems like there are a lot of elements which seemed cool but I never had a chance to do anything with. I never went past the first dungeon after the hall of trials, never used a hero besides the first one, never got any light or dark items, and never really remotely resolved anything storywise other then paying my bill. I guess I could go back and do more dungeons and heroes in sand box mode, but it just doesn't see

39 Replies 133,471 Views

[quote who="FadedC" reply="31" id="2772325"]It's actually kind of annoying if you lose due to debt and loop back to day 2. You lose your money but you keep your shop inventory which can easily be worth a small fortune by day 2 standards. Given that your money tends to grow exponentially and it's only the debt payments that keep it under control, suddenly starting from day 2 with a small fortune makes the rest of the game pretty trivial. I ended up just restarting from scratch.[/quote] <p

39 Replies 133,471 Views

One of the 'hidden' features of the game is that if you fail to make a payment, you don't lose. If you fail to make a payment, you start back at Day 2 but you keep all your current items, your merchant level, your adventurer levels (I think) and one or two other things. The payments reset, you start off with 1000 pix again, and I believe the storylines and dungeons reset, but other than that... For those adverse to Steam, there is a demo available from Carpe Fulgar's we

39 Replies 133,471 Views
Reply to 1.08 ETA? in War of Magic

[quote who="Sherekhaan" reply="29" id="2771991"] Quoting Frogboy, reply 22 The QA team and dev teams are playing it (and in fact, based on the yelling, I think they're playing a Dev vs. QA game). You guys have an awesome job! (Except for painful releases)[/quote] Next thing you know, the community will be taking bets on QA v Dev games. ;)

193 Replies 527,225 Views

I would say it's more a matter of pacing. Since one can achieve victory so readily (if not easily), there's nothing to draw out the experience and generate dynamics in the gameplay. This makes the early start much more important since you get that first advantage and that's all you really need.

11 Replies 7,899 Views

[quote who="DeadlyShoe" reply="125" id="2771738"]I dunno about that.. sounds harsh! It does remind me of SOASE's expansion limiter though, where newly colonized worlds had a significant tax penalty against them until you spent resources to develop them.[/quote] To an extent, it is and remember, the numbers and conversions I was using were made up and not at all balanced. However, with some of Elemental's other gameplay mechanics we can

145 Replies 84,539 Views

[quote who="Rishkith" reply="80" id="2771711"]Like the economy, tactical battles have no actual "tactical" tradeoffs or choices to make. [/quote] A better summery of was I was saying, thank you. :) There's such a huge disconnect between what I'm doing on the canvas and what I'm doing on the battlefield. It doesn't matter that I'm trudging through the desert. And it doesn't matter if I 'ambush' someone or get ambushed. It doesn't matter (other

140 Replies 327,399 Views
Reply to 1.08 ETA? in War of Magic

[quote who="Frogboy" reply="4" id="2771431"]It's supposed to be submitted to QA this afternoon. After that there are 3 possibilities: 1. It'll pass and it'll go up in the next 48 hours. 2. It'll fail and go back to Dev for fixing at which point you're talking a week. 3. It'll pass but with required fixes before it can be released at which point you're looking at 48 to 72 hours. [/quote] So if we carry t

193 Replies 527,225 Views

Perhaps cities cost a combination of gildar, material, and food to build, maintain, and upgrade (money to pay, materials to build, food to feed). But also, if you are lacking in a certain resource for a city, the city will convert resources into the other needed resources at a loss (2 to 1 or worse), first from local than from global resources (at an even greater loss). For instance, I build a new level 1 city. It needs, per turn, -1 food, -1 material, -3 gildar, or wha

145 Replies 84,539 Views

[quote who="llsalarusll" reply="76" id="2771610"]Jumping in a bit late, I've tried to catchup as much as I can while at work. Dunno if this has been mentioned already. Along the lines of the setting up your troops before combat (King's Bounty, HoMM) I would really love the option for Marching Orders. This would in effect be way your Army moves as it makes it's way across the map. In the event of surprise attack or something your Army would be setup as it was in your Ma

140 Replies 327,399 Views