delad

delad

Joined Member # 3385548
5 Posts 75 Replies 359 Reputation
Reply to Caster units in WOM Ideas

guys, do you see frogboy's unit creation screen being part of the process of creating magic using units? That's how i'm seeing it. Maybe there is a tab you click to create magic using units. Once here, you *have* to impart essence to create a single unit, then you get to choose spells similar to how you choose weapons/armour but those spells are confined to spells you've researched (maybe a seperate spell research tree that is specific to units). Maybe the inclusion of each spell makes the un

39 Replies 26,660 Views

actually I can't remember where i read there would be 2 animal factions and i could very easily be mistaken. However what i understood was that there would be 2 types of animals in the game, sentient and non-sentient (roughly grouped into factions iirc) [quote who="pigeonpigeon" reply="10" id="2004938"] It's sort of like a surrogate worship system in a world where actual god worship might not be very relevant.[/quote] that sounds like a great idea &nbs

13 Replies 9,151 Views

Like a Shadowfax (for horses) or a Shelob (for spiders)? That seems okay but i don't think summoning an uber-dragon would be cool, considering how they've been desribed by SD so far (ie already uber). So yes, special animals seems like a good idea but not special special creatures (ie dragons or demons). i'm wondering how it would be implemented seeing as there are two animal factions (sentient and non-sentient) already in the game.

13 Replies 9,151 Views

I like those ideas pigeonpigeon. Some of them sound like they could be easily written in, though what would i know ;) Regarding generating a campaign; You could break the main campaign up into several parts, make it kind of like a "lego" campaign generator. Each campaign consists of 4-5 chapters with each chapter culminating in a major quest (you could tie in a major global event to it). Create several chapters of a story that can all be mixed and matched (like those lone wolf books:

7 Replies 41,526 Views

cheers, i'll give that a look see [e digicons]:grin:[/e]

57 Replies 55,369 Views

I like the basic idea, Brad. Obviously there's room for more complexity and i assume that you're keeping much of this from us but the idea of creating your own troops via that kind of interface is exiting. I liked Gal Civ and how you could build your own ships but tbh, I've always been a 'fantasy-firster' and that's why i'm looking forward to this so much. And you have improved on the GC version too by including the availability of resources, that rocks. I'm not overly concer

106 Replies 381,132 Views

mmm, I like the idea of Wonders but maybe they should be toned down from the SMAC level. Also, we should aslways be able to tell what a wonder does (maybe not in exact figures, maybe the use of language; Wonderous Temple gives a major/minor/lesser bonus to xxxx. But you would know that major falls within +11-15, minor +6-10, lesser +5-1 with the cost of an improvement giving a better idea). And, although i do like the idea of being able to build many xxxx, with the first xxxx being better, i

57 Replies 55,369 Views

I'm actually all for massive random events but, as many have already stated, as long as the AI has to deal with it too (and properly, no cheating). I think an excellent example of a massive random event that affects all players (Human/AI) is one that was included in the Fall From Heaven II mod for Civ IV. Can't remember what it was called but it was introduced beautifully, something about all civs struggling to exist and that only hte strong of each civ would survive. Basically all farm

41 Replies 31,857 Views

there wasn't any unit customisation in Civ IV, but i see what you mean all the same. Maybe it could work. although the more i think about it, the more i see leveling up and unit customisation as being mutually exlusive. One would have to be dumbed down considerably to fit iwth the other.

15 Replies 56,597 Views

I understand what you're saying and, tbh, i hadn't considered the level of unit customisation that a lot of people have been talking about. I suppose it would be kind of difficult to implement squad levelling if they are going to become obsolete every few game years. So maybe they would just use a kind of Total War system that covers your squad but you can move your officer from an obsolete squad to a newly formed, better equipped squad? In fact, i don't recall ever playing a game whe

15 Replies 56,597 Views

I know there was a similar thread but that concerned heroes . I want to get your ideas relating specifically to squad/officers There have been a few interesting threads dealing with squads and officers (tangentially and directly). I've played some good games that used different systems when dealing with armies/squads but i've been wondering

15 Replies 56,597 Views

Darkindopulous, first of all, i think i see where you're coming from re the reputation system but i think it could still work. What i'm specifically talking about though is the rate at which the squad is replenished. It doesn't affect the availibility of anything. Say it takes 4 turns to replenish a typical squad reduced by half its manpower in home territory, with an officer in charge with the 'reputation' trait, that squad replenishes in 1/2 the time it would normally take as long as al

32 Replies 132,444 Views

I like many of the ideas brought up; supply lines, sliders, the ability to set none/low/medium/high priority to specific squads, 'reputation' and building specific ways of increasing replenishment rates. I feel that a combination of these ideas would gracefully avoid micromanagement but at the same time add depth to the game and provide the player with an important set of decisions to make. supply lines; i would see them working along the same lines as caravans (that's what they essen

32 Replies 132,444 Views

[quote]squad creator[/quote] now that's just downright sexy. So if SD were to put a relative value on each item, you can create squads according to value. That could open up further options regarding how to construct squads. As for lack of information, what i mean to say is that from what i've gleaned from Frogboy et al they seem to putting a unit creator in place. I presume that's what Tamren was also referring to (although presumption is only a couple of letters awa

39 Replies 180,637 Views

Complexity FTW? sure. As other posters have stated, I'm trusting SD to build a game i want to play and I"m trusting the community to build mods i want to use. I want complexity and i want it in a fantasy setting. I've enjoyed many other games, some complex, others not but i cannot ever remember playing a fantasy game that i found complex and compelling (sorry, i only i discovered MoM quite recently, maybe if i found it 10 years ago...). I'm hoping that Elemental will fulfill that need

24 Replies 21,564 Views

Tamren [quote]I suppose given that the unit creation system is a lot like lego[/quote] That's what i would have to presume, given the info we've been given so far. You seem to presume that army creation is similar to HoMM (ie can consist of as few or as many as you can produce). However, I was thinking that troop production would be more along the lines of Total War (ie each group consists of a set amount of soldiers). I'd like to know which it is because I was thinking of how

39 Replies 180,637 Views

i[quote who="StoweMobile" reply="12" id="1975852"] To the person who said most rebellion in human history have been unsuccessful - I say, is that not a perfect set up for a rebellion mechanic that adds depth to the game, but isn't game breaking ?...and even though most have been unsuccessful doesn't mean they didn't impact the world, positively or negatively.[/quote] Now you're talking. Rebellion is, for me, a pain and i hate having to deal with it

22 Replies 110,243 Views

[quote who="GW Swicord" reply="8" id="1975359"] Me too, as long as you can turn it off if the final implementation is no fun for you.[/quote] I'd prefer if it was a simple system of maintaining levels of health/taxation/population via taxes and buildings. Anything more complicated would annoy me. If it is to be complicated than give the option to turn it off. This is Elemental: war of magic and not elemental: sim fantasy kingdom

22 Replies 110,243 Views

Okay then, I'll start. for the specific v focused tech progress thread I like the idea of having to choose between 'blind' 'focused' and 'specific' types of research. Going 'blind' gives you 100% research, 'focused' would give you, say, 85% and specific would give you 70%.

2 Replies 4,962 Views

There have been some really good ideas floating about this forum and i'd like to get people's take on what their favourite ones are so far. In fact, there have been some really cool re-imaginings of older game concepts and some pretty well thought out new ideas too. Now i'm not a programmer so i've absolutely zero idea of whether any of these mechanics are even possible or not but as far as i'm concerned that's a good thing, as some of this would probably be 'out of the box' due

2 Replies 4,962 Views

[quote who="pigeonpigeon" reply="17" id="1971703"] I'm pretty sure that when your population reaches a certain point and is able to expand to another tile, you will choose which tile it'll expand to.[/quote] I would presume so, this is what we've been told and it sounds like the best idea

19 Replies 71,520 Views