[quote who="Aesir Rising" reply="12" id="2273786"]I bet you're not Catholic.[/quote] I am not a fan of organized religion in general. I think it's simply a method of controlling people and gaining power. Catholicism in particular - I don't see why some old dude who's been appointed by a bunch of other old dudes all of a sudden gains some special connection to God. Why should God care who said council of old dudes appoints? But even more, the notion that some anthropomorphic al
pigeonpigeon
Punishing all for the sins of one is not cool, Aesir Rising [e digicons]XO[/e]
[quote who="Scoutdog" reply="1" id="2273086"]Cold War Nukes Spell (not the in-game name ): Kills all of your units, cities, etc., plus all those of one other channeler you select. Useful for mutually-assured-destruction situations, as well as going out in a blaze of glory. Note that for it to work the way I want it to, it should actually be fairly easy to research (although not effortless) so that multiple people can get it. That way, you can have situations where people are hesitant to att
But at the same time, sometimes I just want to press the "You've won!" button and look at the game statistics when I win, and not have to go win again. Also, the notion of all so-called victory conditions doing nothing but making it easier for you to win via conquest is not an enticing one. If winning the game gives you the option of continuing to play with superpowers, that would be nice. I could definitely have fun with that, but I am vehemently opposed to it as anything besides an
[quote who="the Gorgon" reply="4" id="2273322"]The good/evil debate has apparently gone off in all directions. And if you ask me, the many examples (evil unicrons, good demons ...) just show what was brought forward in the earlier posts: there is a reason behind archetypes / clichés, so don't break them without being sure the new idea is really a good one. (and that demands good backstory)[/quote] For sure. And like people have said before, archetypes shouldn't be smashed
[quote who="Wintersong" reply="18" id="2272796"] It would depend on things like: is that blodd thirsty nature of biological nature, magical nature (Gruumsh) or because of the socialization process in a culture that promotes violence and strenght as a virtue? If it's of magical (divine) nature, there is not much to do unless divine intervention (Pelor, for example). If it's of biological nature, there is more hope but not so much as to make a big difference. If it's just a matter of where
[quote who="Wintersong" reply="10" id="2272389"]You can specify century, decade, year, month, day, hour, minute, second... as long as the hour is +0 GMT.[/quote] So then I say June 26th, 2009 at 19:00 GMT.
[quote who="psychoak" reply="10" id="2272355"]There are quite a few bi or tri-lateral allignments for elves and dwarves as well. Lord of the Rings after all has three versions of the elves. You've got the badguy, an elf, the prissy high elves moaning about the evils of the world from their city, and the rather ambivilant tree huggers that don't much give a shit either way.[/quote] The badguy, an elf?! The badguy in LoTR was Sauron, and he was not at all an elf. The only ot
From this dev journal : [quote]Sizes of armies As a player, one of my questions about this kind of thing would be how big are the armies going to be? The answer is that it’s going to vary a great deal. At the start of the game, I would imagine the sovereign walking around alone or maybe with 10 foot soldiers armed with pikes. Those early battles will be pretty straight forward. Later on, however, you could have battles with thou
What if there's a tie? I'd have said June 26th, too.
[quote who="Scoutdog" reply="4" id="2272099"]What I meant was whether this was Boogie's idea with the rest of the team's approval, or if he was just the chosen front-man.[/quote] He's the project manager (or whatever it's called), so I'm sure he has his approval ;) Frogboy still seems to have the higher authority even in respect to Elemental, but somehow I doubt he'd mind these fairly harmless twitter updates considering how much information he's been known to leak :P
[quote who="Scoutdog" reply="6" id="2270650"]That building seems somehow familiar, but I can't quite place it....[/quote] It's the Stardock building. Or the building where Stardock has its offices, I don't know if they occupy the whole thing...
[quote who="Denryu" reply="20" id="2270933"]I have a couple of questions regarding the 4th image. There are grid lines on that image. What is the scale of the game world (how many x how may of these grids?) It appears that a unit would have a lot of room to roam within one of those grids - how many "movement squares" is one of those grids made up of? [/quote] I'm pretty sure that you can think of those grids to be analogous to sectors in GC2, not individual tiles. For examp
What I want to know is, why do species in general need to be classed into alignment? Even worse, why are humans usually exempt from this rule (in most settings you can find humans that range across the entire alignment spectrum, while pretty much ever other species falls into its little niche). It's silly. There can be goody two-shoes humans and evil kill-babies humans, but for some reasons all unicorns have to be good, all vampires have to be evil, etc? Why can't there be as much variance in
[quote who="GW Swicord" reply="13" id="2268892"]Are you perhaps forgetting the difference between making something required for all possible ways to play the game and making something available for folks at the higher end of supported hardware? I was able to run GC2 happily for a long while on a low-end machine just by disabling pretty much all the eye candy. Having options to *enable* ridiculous physics modeling seems a plausible corrollary for their general runs-on-lots-o-boxes design goal.
Done. Personally I think there were too many vague modding questions... Like "how difficult will modding be?" And having to rank so many things against each other made my head hurt :P
[quote who="GW Swicord" reply="18" id="2268807"]I don't think of Geoff the Slug as a dungeon critter at all. He's an Independent Power. Maybe his Swamp would need to be built with the dungeon blocks instead of the code chunks behind a human or Fallen community, and maybe both the Swamp and Geoff need links to existing quests and hooks for links to new quests.[/quote] I didn't mean to imply that Geoff the Slug should be a dungeon critter. I like Johnny's original idea, where he'd have
[quote who="Luckmann" reply="9" id="2268696"]This is my capital pet-peeve of gaming. I've yet to see a single game where the AI actually has to explore to act upon it's surroundings. It just knows where every resource is, where every other player is, and beeline to get there. Always annoyed the hell out of me, even in games where it's not a huge problem (most 4x games). In RTS' it's horrible.[/quote] Didn't the GC2 AI have to explore to act on its surroundings (at least thr
[quote who="the Gorgon" reply="9" id="2268868"] Yes I totally agree. So in that sense it's good that the fantastical creatures will be rare in Elemental. But it's definately possible to keep a dragon rare and powerful also in a world with say orcs and goblins. If you had entire armies of dragons (like in Silmarillion, earlier referred to as a main inspiration for Elemental by the way) then you would need to add something else which is rare and even more powerful, like a demigod or the li
[quote who="landisaurus" reply="3" id="2267984"]I agree entirely about other opportunities! Any suggestions (other than our local slug)[/quote] One alternative could be for all such creatures being somewhat organized, and thus being able to talk to and treat diplomatically with all of them. Even if I can't get them to join me, maybe I could give them something in return for them protecting a border, or for providing LoS. I particularly like the idea of being able
[quote who="psychoravin" reply="1" id="2268147"]And this is something else I agree with. Too many of these fantasy games allow you to build up some gawd awful powerful character or unit. This kind of retarded design always leads to if/when you lose this character it is usually game over (what I am against) and I am kind of tired of this all powerful one single unit on the map.[/quote] Elemental is all about player choice. The point is to give the players many many ways of pl
[quote who="Denryu" reply="25" id="2268029"] Each channeler has a wizard tower or equivalent like MoM. This tower or whatever could only ve in one of the towns that he possessed, but could be moved from one town to another via a spell. This tower should give significant defense benefits to the channeler when he is occupying it. When a channeler falls in combat, his corporeal form is teleported back to his tower - always.[/quote] I still really don't like the
[quote who="the Gorgon" reply="24" id="2268063"] This is actually more a discussion about fantasy literature, but I do agree in principle. But note that there is a key difference between how common a creature i said to be in the world (elf= rather common compared to a Nazgul for example) and the role it plays in the story. As a matter of fact, in many respects Sauron is one of the main characters of LOTR, although he is actually never featured "live" in any single scene. Why? Because eve
[quote who="landisaurus" reply="3" id="2267984"]@pigeonpigeon: I knew what he ment, but he made a point that anytime you had one on your side was a "big deal". I agree entirely about other opportunities! Any suggestions (other than our local slug)[/quote] Hmm... I remember him saying that having, say, a dragon on your side would be a very big deal. But I imagine (and hope) that the range of magical critters in the game will cover a very wide spectrum of archetype a
[quote who="the Gorgon" reply="22" id="2267989"]When it comes to the basics there is only one complaint: no different races/creatures can be produced. Sorry, but modding in your own races is just not good enough and it's just too bad the game has taken this road ... I already cross my fingers for the FANTASY expansion! The fact that you can only produce human units while you encounter various creatures also raises a question about the creatures on the map: can all of these be