pigeonpigeon

pigeonpigeon

Joined Member # 3385796
6 Posts 1,493 Replies 20,350 Reputation

Hah. So I stumbled into the full image that the little circular image above the "Gifted" fireball is taken from. http://pc.ign.com/dor/objects/14295360/elemental-war-of-magic-/images/elemental-war-of-magic--20090827021644533.html?page=mediaFull

24 Replies 65,044 Views

[quote]what month is the 29th? as far as I know, there are only 12 months. and hopefully Beta hits before 22/09/2009 (Date in standard Day/month/year format)[/quote] You are clearly not American :P Over here, we use Month/Day/Year. I prefer our method, because we normally say, for example, "October 29th, 2009," not "The 29th of October, 2009." Anyways, we've been told we'll have the beta on or by September 21st. <div id="ctl00__Content__RepeaterReplies_ctl10__Reply" class

27 Replies 17,873 Views

[quote]I think a lot of you are too worried about what the game is going to be like when its released, we know its going to be almost 100% moddable so if there's anything your unhappy about you can change that or create your own factions from scratch.[/quote] It amazes me how many people say that when someone expresses concern about any facet of the game. I don't care how moddable the game might be, I'd rather Elemental be a good game out of the box. Being moddable is nice - it means

16 Replies 57,000 Views

I think this is a great idea, and it could easily be made to fit into the lore. Brad told us that there would be rare creatures analogous to the Maia from Tolkien's Middle Earth (which are extremely powerful divine spirits - gandalf, saruman and sauron are all examples of Maia).

5 Replies 28,429 Views

MatBerryman - yeah I remember that picture. I also don't remember where it was posted, though - I think it was on the GC2 forums, wasn't it? Anyways, I just noticed something. The image on the middle of the left edge of that picture looks a lot like it might have been the conceptual predecessor of the Swamp Lord in the first imagine of this dev post .

8 Replies 38,737 Views

[quote]It's not good vs evil it is life magic vs death magic. Death magic users are by definition Fallen.They can still play as goody goody or evil as they want - same goes for Kingdoms, at least that is how I have always seen it. I don't think they are predefining the factions as good or evil.[/quote] Well ultimately that's going to depend on what kinds of spells are available to life and death magic wielders. If Life magic is all about healing and happy good spells and results in vi

16 Replies 57,000 Views

[quote]We're sure there will be a window in which paypal can be used right?[/quote] No, we're not sure - I don't think it's ever been concretely confirmed by a dev. However, there has been a paypal window in Stardock's past betas, so it's a strong possibility at least.

87 Replies 236,971 Views

[quote]I somehow doubt this game will be able to take advantage of more than 4GB of RAM, which is one of the only benefits to going 64-bit.[/quote] I don't get it... So you're saying you don't believe they'll actually make Elemental 64-bit? Or that even if it is 64-bit, even running a huge map at the highest graphics and texture settings, it won't need 64 bit? If you mean the latter, then you're crazy :P If you mean the former, then I hope you're wrong! And even if they can't get a 64

8 Replies 32,540 Views

[quote]The biggest advantage of multiplayer is the enormous amount of value you can get from many different players' play styles. This advantage is completely ruined if the game is so broken that you cannot play with anyone but friends.[/quote] You're assuming that everyone who isn't your friend is a complete ass intent on ruining your experience. That said, I do agree that you should not be able to manually pause battles between two or more human players. That would cause chaos, rega

46 Replies 50,085 Views

[quote]A supercombatant can win these locations instantly upon discovery where as a military force will take MANY turns to build. And it would take even more turns to build a military force equal to that of a channeller who pours all the essence into himself. This means the channeller will own these defended cities and structures more quickly. The only negative effect is the channeller will need to find independent towns or a nearby player otherwise as game turns pass

218 Replies 491,889 Views

[quote]I think we can see some kind of mine, but I think we can also conclude that it's possible to build walls away from your city for extra protection.[/quote] Looks like a campsite to me, with bedrolls, a fire, a crate and what looks like a pile of hay :P

24 Replies 65,044 Views

I'm surprised more people haven't commented on the fact that we now have definitive proof that multiple discipline spells are planned! I'm still hoping for some way to modify the effectiveness of individual attributes of spells by varying mana spent, though. Also, if you zoom up on the circular icon over the fireball card, you can see that it's a picture of a dragon on a mountain peak or ledge. Maybe the channeler was gifted the ability to cast fireball by a dragon? Before I noticed t

24 Replies 65,044 Views

[quote]I personally find that grid based system actually entail greater strategy than free form maps. [/quote] I don't agree. I think the strategy required is just very different. And I think grid-based combat tends to be even more predictable than free-map combat. Take HoMM, for example, or King's Bounty. After playing any of those games for a couple weeks, I can predict exactly where each enemy unit will move and what it will do - with an accuracy rate of 95% o

30 Replies 28,680 Views

[quote]Right, this is exactly what I want out of diplomacy too--- to be able to offer and counter offer when dealing with treaties or negotiating ceasefires or peacetreaties until you get to a point where you have met a mutually acceptable agreement. [/quote] It seems like this was just a misunderstanding, then. I was responding solely to your frequent usage of the phrase "chance of success." My point was just that there should be no such thing as "chance of success" - the respo

19 Replies 15,098 Views

[quote]In real life, when you are negotiating with someone you don't know ahead of time whether someone will accept of deny a proposal--- especially if you ask someone to do something drammatic and especially if you are calling in some kind of prior favor that they are alleged to owe you. That's the whole point of diplomatic capital--- you are pressuring someone to do something that is somewhat against their own interest but decisively in yours. I

19 Replies 15,098 Views
Reply to Sea Dragons in WOM Ideas

Wait, I just realized. I thought it was because you copy and pasted my name, but that's clearly not the problem - you spelled my name wrong :P So unless copy/paste has taken an extreme dislike to my name... Then you did something else that caused the wierdness.

20 Replies 7,473 Views

[quote]Personally, I hope the devs find a way to make going Gandalf viable without being overpowered or underpowered. I think it would be a very fun and unique way to play, if it's done correctly.[/quote] I also think it would be really cool; I just don't see it happening, at least not by release... Personally, I'd rather they focus on making the 'normal' game as good as possible, and work on something like this as part of an expansion pack. The addition of a totally dif

16 Replies 6,103 Views

You keep talking about "chance of success." IMO, probabilistic diplomacy is a horrible way to go. A proposal should either be acceptable or not; in other words if I load the game and make the exact same proposal, I should get the exact same response, every time. Maybe a tiny random fluctuation in what it would take to convince the other party, but I don't really even see the point in that... The AI should look at your proposal, analyze the state of affairs, weigh the advantages

19 Replies 15,098 Views

This could be cool. However, the amount of favor, or diplomatic currency, whatever you want to call it, would have to be proportional to the magnitude of your generosity and the desperation of whoever is requesting help. The more dire the need, regardless of how small the request, the more grateful they should be. The problem with this is in assessing how dire a player's need is when given aid from the AI... There really is no good way to code that in and would be a majo

19 Replies 15,098 Views

I really like this idea. Although I don't think our channeler's children (or children of our faction's noble family, whichever way the dynasty system ends up working) will take direct control of other civilizations; the channeler will retain that role indefinitely. However, if there is lots of intermarriage between two nations, there will be a strong familial bond that will unite the two civilizations, or families, even if they don't have much else in common. I like your 3 categories;

9 Replies 3,026 Views
Reply to Sea Dragons in WOM Ideas

[quote]edit: ok, why the hell does my post insist on being a link?[/quote] It's because you copy and pasted my name (it would happen if you copy and paste anyone's name). That makes your post go all wonky (and I've never figured out how to fix it)...

20 Replies 7,473 Views

Well, gunpowder was invented several times in different places in different forms... I'm no expert on the subject though so whether there was any sharing of information between the various inventors (directly or indirectly), I don't know. But anyways, yeah assuming perfect sharing of information, things tend to only be invented once because you can't invent something that's already been invented (that's called copying). Without good information sharing, things are/have been invented m

23 Replies 7,666 Views

[quote]I always assumed that a player "going Gandalf" would have no nation/empire/kingdom whatsoever. At least, that's what I got from it when that term was first coined (don't remember what thread that was, though) It would be a very, very different style of playing than usual. Of course, this is all moot if it turns out that going Gandalf, at least the way I envision it, turns out not to be a viable strategy, although I hope it will be, because different styles of play are always good.[/quo

16 Replies 6,103 Views
Reply to Sea Dragons in WOM Ideas

I like the idea of the ocean being a really scary place. It's a vast environment completely alien to terrestrial life - far more so than the sky, the only other major environmental 'realm.' I like the atmosphere produced in settings where the ocean is this huge place where all sorts of mysteries, creatures and even places can be hidden away. People are (almost entirely) forced to travel over it on clumsy vessels, rather than through it, with little or no knowledge of what's passing over them.

20 Replies 7,473 Views