Do what makes YOU happy and what YOU think is cool. If other people don't like it or call it gay that's there problem.
RavenX
[quote who="Wintersong" reply="35" id="2422645"] Quoting Tridus, reply 32 I mean, if a God showed up on the map, should your peasants be able to kill it? Killing all of the Gods worshipers. Or one of the peasants have his (extremelly) lucky day (blessed be Avandra) and get Godsbane from Cyric and manage to stab the God a la Tasslehoff. Btw, the Fire Mages could consume the whole oxygen around the dragon to suffocate
I was thinking about resource placement on the map and noticing how spread out they are in some cases and in others they are grouped close together. As I see it, logically, players will want access to as many different resources as they can get. As such they'll be building cities grouped close together just because it has a resource there they need. I propose this. What if it was possible to build a Mine or other resource gathering building WITHOUT building a whole city. We kn
[quote who="VicenteC" reply="97" id="2423020"] Quoting Raven X, reply 96 Any of them really. All I ment by bringing up D&D was that it's where I base a lot of my fantasy ideas from. Like using healing magic to harm undead etc etc. AD&D 2e doesn't have the concept of damage types and resistances for example (it uses an universal magic resistance, saving throws and weapons inmunities, damage types and resistances are weird and&nbs
Not bad Jedi. I was just about to make a post regaurding this but you beat me to it. I have some more options to toss into the mix of ideas. Quoting myself here: [quote]You could have a "Settler" unit that could construct roads And a few other things on the map. Maybe give it the ability to build outposts on land that has been reclaimed by your Sovereign's magic. In Mid to Late game you could maybe make roads by magic? Strictly for late game, why have roads at al
[quote who="BreadMan017" reply="40" id="2422998"]If roads have a strategic importance liked described I definitely do not want them to be auto-built over time. I'm not in the current round of beta so not sure what the current procedure is, but... 1. Select City 2. Click "build road" button 3. Select target city/location/etc. 4. Road gradually appears over next few turns, longer if target is farther away. Smart pathfinding so that if your
[quote who="VicenteC" reply="91" id="2422660"] Quoting Raven X, reply 86 Indeed. I have every book in print in Second Edition (yes including the old Myth Dranor Boxed Set). I even have some old modules from GreyHawk. I haven't played pen and paper D&D with the new rules set yet, but I am aware of all the changes. Then which version of DnD are you talking about? [/quote] Any of them really. All I ment by bringing up D&am
[quote quoting="post"] * We don’t currently like how roads are being built but don’t want players to be forced to building “workers” to build the roads. If anyone has any suggestions we’d like to hear it. [/quote] You could have a "Settler" unit that could construct roads And a few other things on the map. Maybe give it the ability to build outposts on land that has been reclaimed by your Sovereign's magic. In Mid to Late game you could
I think (at least I hope) it will be a viable strategy in Elemental to make weaker units for specific tasks. This is how I think it should work in theory: Yes you can make heavily armored mounted knights. However mounted units in leather armor would be faster then mounted units in plate mail because the horse won't be carrying as much weight. If this holds true then it would make sense to have a couple units of mounted units in leather armor with long lances as they could be used for
In D&D Second edition (and all the others too) there are many types of creatures that can only be hit with magically enchanted weapons. As Frogboy already stated, without the ability to actually hurt something it won't matter how many people are fighting it, if they can't hit it they can't hit it. I like this. I like this a Lot. :) This is really going to force the player to think about what kinds of troops they are sending into battle.
[quote who="inerz" reply="32" id="2422375"]YES: xcom apocalypse(addictive!) [/quote] I loved that game. All the X-Com games really. For some reason a lot of the X-Com fan base had a problem with Apocalypse but I thought it was awesome. I especially liked being able to equip different vehicles to individual squad members. [quote who="TucoBenedicto" reply="30" id="2422044"] I have Space Rangers 2 on impulse. Played it for a while. OK, but not great. If
[quote who="goodgimp" reply="3" id="2422248"] Unless, of course, one is in the mood for an ARPG rather than yet another sad Bioware rehash. [/quote] Definitely NOT a rehash. NwN 2 was a rehash. DA:O is the most original RPG I've seen in years.
I'm so glad I went from XP to Win 7 and skipped over Vista.
Unless you get a cooling board for your laptop to sit on I'd say it's generally a bad idea to have a laptop as a pure gaming rig. As for the problems it sounds like a video issue, maybe even a motherboard issue.
That is a BAD ASS picture Tormy, good find brother.
[quote who="VicenteC" reply="82" id="2422167"] Quoting Raven X, reply 65 Honestly, it's been about 10 years since I played it (which is sad because I still have the disks). I can't remember if it had specific damage types for magic or not. When I think of magical damage types D&D (Dungeons and Dragons) comes to mind and that's what I use in most of my ideas. AoW Incorporated magical damage types to some extent too though. <
[quote who="Frogboy" reply="17" id="2422228"]In a battle with a dragon, whether we're talking 50, 500 or 1000 even the formation used would merely determine the order in which the dragon kills them. [/quote] That's the conformation right there folks!!!! Formations are IN!!!! (if they aren't we can now officially blame the Frogster) @ Frogboy j/k ;)
Tormy- Remember Gal Civ 2's battles? Granted the player didn't have control over them, but when watching them it was like a movie in a way. This will be the same way except the player will have control. Imagine being able to pause Gal Civ 2's battles and give orders to your ships. Then unpause it and watch them carry out your orders.
That's right. It's the Ultimate Evil Desktop. The death of Luke Skywalker at the hands of the Apprentice. Mwhhahahaha.
Maybe. I'll decide after I play a bit more. I have two characters at lvl 7. I'm honestly still not too sure how much I even like the game.
Torchlight and Dragon Age are kinda two totally seperate game types. Dragon Age is a more fleshed out full fledged RPG while Torchlight is a Diablo clone. Go with Dragon Age.
[quote who="Frogboy" reply="9" id="2422223"]Continuous turns: Think Balder's Gate style battles. [/quote] Yay I was right :)
[quote who="Rishkith" reply="66" id="2421489"]P.S. - here is a video to trigger the old memories [/quote] Wow, man that was amazing. I noticed a few funny things. A: When the person playing defeated the VooDoo chick she was completely Topless. BOOBS!!! lol Lets hope Elemental keeps up that tradition. hehe B: Why was that Guardian Spirit so powerful? I thought I remembered using those to take over Nodes? It's been too long since I played good ol MoM.
lol that's just messed up. :P It would be kind of cool though if we could use essence to mutate creatures we recruit in the game. Especially if they give us some control through the unit creator to be able to pick which animal parts to mix and match graphically to create our "Animal Golems" if that's what you'd like to call them. It could maybe be considered a animal variant on a Flesh Golem. Also technically it would be a type of Chimera. Most of us know the Greek Chimera of
[quote who="Zebrafox" reply="33" id="2421442"] I'll be sure to sneak in some Zebrafox rare mobs (see avatar) just for you. [/quote] lol NOOoooOooooOoo :P , Scotty, get her!!! You're art style is very nice though, I do like it. I particularly like your use of contrast and bold lines on the comic. I wanted to be a graphic artist and art has been a hobby of mine since high school days.