I just wanted to provide some feedback on the custom info cards that are created when we design a unit. I'm sure that SD may already have plenty of plans on how it could be improved but the biggest issue to me is the contrast between the character in the for front and the background. It does not seem to matter which background one chooses, the character kinda blends into it without anything to help him stand out. Perhaps this is because the backgrounds are
landisaurus
awesome. I hope we have more video updates in the future. they are much more fun to watch than than to read. And now that I can't really check the forums from my work, I enjoy hearing the 'walkthrough' update
at PAX they were rather clear about the scale. It will be closer to total war in that, unlike HoMM, the troops will all be present in a regiment and "not a single person with a number at the bottom". We also know that it will be in real time (except you can pause it to queue up moves) similar to political machine. In terms of the world map, in the 3D view it wasn't just a single icon. Its only a single icon in the
Tridus is right. You'll likely have more "fun" by waiting until Beta 2 anyway.
hmm... video blog. that is an idea.
[quote]Im fairly certain we are already decided on Earth/Water/Fire/Air/Death/Life .... unless you are talking 'bout modz.[/quote] you can say that with more confidence, as it is most assuringly confirmed. However it is interesting to talk about other elements. Things like "oil, heat, water, metal, wood, light" being the elements for a robot... they are fun to discuss. I'm not sure if is needs to be related t
[quote]Well Brad basically already said no to damage types for weapons. I just hope weapons aren't meaningless in the game.[/quote[ well, we have club, spears, and sword in the game skeleton of a game called the beta. They seem to be the same for the most part. Why would they bother making the at this point 3 if they were the same. They just don't have "slashing" or "piercing" as a damage type. The weapons will likely still carry a big impact.
I too like the idea of a cauldron. But they already have this "magic card" system, which I have no idea how works. I feel like they are going to work in a similar way to your cauldron anyway, except with cards... not a cauldron.
I'd vote that you can set caravan distro to be 'automatic' or 'manual' so you can choose if you want them to manage themselves. In a large game (much larger than the tiny map we are given here ) I don't want to deal with managing all my caravans. I figured there would at some point be a supply line feature. Where wagons would have to carry supplies to forts and armies away from the city. At least, I'd like there to be.
But a jedi should be above "cravings". That doesn't mean he should not work for it.
the answer to that is "yes" it is scalable to fit your system requirements. Chances are that 20,000 will be rare, unless they make some dramatic changes troop production times and training interface. But I'd wager the goal is around there in terms of being able to support troops. So if you have 2 particularly lethal stacks in a 30+ hour game, perhaps numbers could climb that high. easily with some modding. thousands for s
[quote] Maybe not Crysis good [/quote] lol, maybe not crysis good? Undoubtable not crysis good. If they were THAT good I'd have to upgrade my computer again (I'd say likely team fortress 2 good. And that game looks pretty good) I'm not really sure what to expect in terms of improvement though. Certainly some, but if you're playing this game for Crysis or far-cry type graphics, you're in the wrong department. An
I was thinking the same thing. Glad this thread exists. Though, in terms of smart money, I'd think somebody other than the one the betting table was suggesting would be a better choice.
I'm sad I didn't get in. Oh well. This is different from what I imagined. Are the turns being posted right here in the journal? (i.e. should the rest of us only read and talk about whats going on elsewhere in a normal thread?)
[quote]I've been thinking about giving you a run for your money on that title anyway Landi. I'm on here literally 24/7, even when I'm asleep. Come to think of it, since I pre-ordered Elemental the only time I haven't been logged into the forums is when my computer is off (doesn't happen often). Not too mention I'm awake for 18-19 hours at a time, sometimes for over 24 hours. I usually sleep anywhere from 4 to 7 hours a day if I'm lucky.[/quote]
man, I know I'd be interested. Though, I'm a bit late (curse me for not checking over the weekend) It is way past "the morning" by this point. I've failed to keep up to my duties as self-proclaimed forum troll. I'm very disappointed in myself. Its funny, I've talked to people about the idea of a pen and paper RPG in the elemental warld. I was discussing it with a friend at some point after the book was announced. Its
thanks for the effort!
[quote]Now, if you have a really basic archer its attack and defense might be 1 attack (bow and arrow) with just a shirt (0 defense) with 1 HP. His arrow won't pierce the armor of the dragon and thus no matter how many of them you have, they will die. You would need a much better type of archer (weapon wise). Maybe an archer equipped with a crossbow or a longbone that does 2 attack and 1 defense. You get enough of them and that dragon will go down. &nb
a wealth score would be nice. Its more of managing your in vs. out like in supreme commander and a few (and I mean few, so it would almost be unique) other titles. However we've already reached the "economy beta" which suggests that we've got the basic outline for the economy already, rather than just a possible "place holder" economy structure. So I feel changes from a "you have XXX gold" to a wealth 'stat' that is influenc
I would still want to push for 1 tile wide bodies of water that might appear to be a river to the common eye forming (more like inland seas, or great lakes) just because it spices up the land formation and you can sail large ships on it, but also build like a 1 tile "bridge" across it.
its funny you are talking about "forcing turtlers to get out in the world a bit" when one of the example strategies Brad "Frogboy" Wardell (you know, the guy running the show) suggested is using magic to build a wall of impassible mountains around your cities, and do all your expanding 100% through diplomacy, allowing turtles to win without ever having to leave their shell until near the end of the game when suddenly they inherit half the world from all th
I'd say that any sudden boost of movement that catapults you the last 1-2 squares into an enemy city is fairly broken. You should be able to manage your move well enough that you don't need a fall back (and it wouldn't even solve the problem, it would just change your frustration from "need 1 or 2 spaces to reach the town" to "need 1 or 2 spaces to force march into the town" and it would destroy any chances of moving your own troops around inside your nati
having a "tech OR magic" system would be neat, though I don't think that is where they are going. I mean that kind of contrast isn't something you could change at the last minute when "techs" include some bare needs like farming or simply having bigger houses, and magic is supposed to be a radically different card based system. I know as a kid I imagined MoM 2 would introduce a "tech book" that allowed the users to gain special sci-fi related abilities that could be used
text size and font IS a good idea. Though I suspect they want to make a good interface 1st, then worry about being able to adjust the text settings (so their default is awesome). We've seen they will have a fallen interface that is not the same as the men interface. If they don't let you change the color of the interface GalCiv2 style, then I'm sure somebody could find a way to mod it in once they've given us code for any sort of interface choices at all. &nbs
one of the features supposedly directly inherited from MoM is magic item creation (last I heard anyway) so once SD starts to give us the features surrounding that (I suspect sometime after they give us any magic at all) we will have a better idea of what we can do with magic items we are not currently using.