Scoutdog

Scoutdog

Joined Member # 3256839
37 Posts 9,249 Replies 1,243 Reputation

Brad mentioned something like this in an old dev journal somewhere. I think it's already in the game, complete with the "everything in between".

11 Replies 7,382 Views

Would not go terribly well with the new resource system, but mutate potions could be used to provide the same effect, and yet be treated as a resource...

76 Replies 158,390 Views

Unfortunately, this sort of "debug mode" has one major problem when playing the regular game: you know exactly what the AI is doing, and sneak attacks become impossible. When you see, for example "move:Elder Dragon Y-18 to:city Clearhaven", you are going to be prepared. However, it should certainly be available (albiet optionally) for modding. Just be sure to invalidate the debug mode for anything resembling the Metaverse.

25 Replies 21,223 Views

This would be appreciated. Of course, it would need my "significance alarm" to stop quests before they get out of control or are forgotten. I'm just worried about someone forgetting to casncel a quest, then realising they have 7,000 spearmen when everyone else is making Pegasus riders.

23 Replies 18,062 Views

[quote]However, if EWOM make this spell available in Cloth map map tiles, SD coders need to program the fire-spreading mechanism similar to Darkodinplus described at the physics engine level, instead of at the spell level. Physics engine actually allow more code reuse. Say if there is lightning as weather effect (or as a spell too) that can causes forest fire, the same fire-spreading code can be reused. All material physics code should also account for the scale differences (if any) whe

51 Replies 35,744 Views

And the moon. Let's not forget that. Although, does the world of Elemental even have a moon? All the screenies we've seen are in the daytime.... And also, a simple "flare" spell like the one in Kitkun's screenshot could enable night combat for all units.

47 Replies 107,007 Views
Reply to Campaign in War of Magic

I'm not sure if there will be more than one master quest (although I hope there is), and I don't know how they will be assigned. My first guess is faction-specific, but I really don't know at this stage....

41 Replies 97,836 Views
Reply to Combat in War of Magic

I don't really know. But if the turns "keep going", isn't that just real-time? We'll have to wait and see, and there better be a pause button...

56 Replies 142,339 Views

[quote]Haha just a character I invented eleven years ago when I was a freshman in high school. I always consider modding a game to star him, but I never do.[/quote] I actually created a character in 5th grade, who I often consider adding into some sort of a mod: his name was Tiro Sakai (which is my own name, messed up), and I created this entire story around him set in the Metroid universe (more or less: I made up a lot of my own stuff, and pulled in some things from a rela

73 Replies 222,461 Views

I think it's a little like Custer's Revenge, only with more fantasy... and in a folktale-like setting [e digicons]:P[/e] . (Although I, personally have never played it, Mom-who-I-am-convinced-reads-these-forums-afgter-I-go-to-bed)

73 Replies 222,461 Views

[quote](I'm not sure how many mounts they plan to put in the game)[/quote] My guess (note that this is just a guess) is that there will be very few: Magical creatures will be treated differently than reources, according to Brad, and there are not terribly many real-world creatures that can be functionally ridden w/o looking silly to a lot of people.

41 Replies 35,524 Views

I wasn't referring to Detect Curse. I was referring to spells to counteract, weaken, or break specific typesw of curses. Relatively expensive and it would often be easier to just throw the thing away, but there's no garuntee that you CAN just throw it away (One Ring style mind warping & boomerang effects spring to mind), and you might fgor whatever reason want the artifact itself. Plus the possibility of making big bangs or something else fun by destroying it outright... or even "peeling

39 Replies 39,025 Views

I thought they would do it by PM. It's private, but based on the forums, which is where the evaluation takes place. Plus, some people don't put their real e-mail addresses in out of paranoia.

66 Replies 39,205 Views

When are they going to say who was IN the alpha? I'm getting tired of making all those insightful posts in the ideas section...

66 Replies 39,205 Views

One thing I would like to see from an MM perspective is an AI that can recognise when something big is going on, and not only ping it, but automatically cut any automation in that area for the player.

23 Replies 18,062 Views
Reply to Combat in War of Magic

I've heard conflicting info about exactly how combat is supposed to work. I'm not entirely sure ifn the devs know themselves! In any case, my understanding is that CTB is a little like chess: one guy from your side moves, then one guy from the other side moves, then you can move another guy, and so on.

56 Replies 142,339 Views
Reply to Combat in War of Magic

Same here. As I have said before, RT"S"s eliminate every chance I have to just enjoy the eye candy and epicness factors of a game. Don't worry, Zog: I am reasonably sure that the combat will have a functional pause feature.

56 Replies 142,339 Views

Looks good. I missed the warping part, but now that I have thought through the way "landing" would work, I am beginning to wonder if it might be better to make it work that way...

51 Replies 35,744 Views

Well, I see nocturnal thingies as a bit of a special weapon: they can attack at night, when people are defenseless. I think that most of us (living as we do in a time with on-demand electric lighting) underestimate how, well, dark night really is. In rural areas without streetlights, it gets really BLACK, and fighting becomes all but impossible.

47 Replies 107,007 Views

Sounds like a good idea. Of couse, there would be the obligatory group of counter-enchantments and buffs to go along with it.

39 Replies 39,025 Views