Jeeze Luckmann. That'd make me feel like I'm engaged in espionage. I think I'll settle for just my two screens... :P
pigeonpigeon
[quote who="Luckmann" reply="14" id="2036863"] I get withdrawl from just leaving these forums.[/quote] I found a solution to that problem. I keep a window with the forums minimized, so no matter what I'm doing if I'm near my computer I can get my fix when withrawal sets in. [e digicons]:dur:[/e] It doesn't work when I'm not by my computer though. I need an iphone or something! [e digicons]:X[/e]
[quote who="Tamren" reply="1" id="2036459"]It would be rather neat to zoom in on the paper map and suddenly find your view blocked by clouds. Zooming in further will push your view through the clouds until you have a birds eye view of (stylized) realistic terrain. Clouds are only one method that might work, but I'm sure you guys could think up other methods of transition.[/quote] I wouldn't want my view to be obscured at any point while zooming in or out. For one thing, what if I want
Yeah I'm all for being able to save anywhere, except possibly in tactical battles. My reasoning for this is that overall game turns take a while, so if I make a relatively minor mistake or some small bad thing happens I don't want to be bothered with loading a save game from a turn or two ago. But in tactical battles, which are more action-packed and faster paced, it'd be too easy to just constantly load every time something you tried didn't work out so well. I also really like your '
[quote who="landisaurus" reply="2" id="2035682"]@pidgeon Scrolling between 2 screens with the mouse is already a lot faster than going and pressing a button to switch between two places on 1 screen.[/quote] [e digicons]8C[/e] I think you misunderstood what I meant (probably my fault). Yes I definitely agree. Also, there is no 'd' in pigeon [e digicons]XO[/e] . Sorry, pet peeve... [quote who="GreatVolk" reply="10" id="2036602"]The only game w
I'm going to basically repeat myself and say that I really love this idea of elevation and settlements. It would make settlements much more interesting, and open up the possibilty of truly unique cities. I want to be able to make my very own Gondolin! [quote who="GW Swicord" reply="14" id="2035919"]Anyone else want an elevation system that enables multi-level underground placement of improvement tiles? Something about this thread has me really hankering to build a Hidden City inside a
[quote who="BiffMan" reply="12" id="2036439"]Honestly if it just stays to the current target dates, I'll be awfully happy. I've waited 15 years for some more goodness, I can wait another few months. Or at least so I try to convince myself. [/quote] Good luck with that outlook! Anyone want to take bets on how long it'll be until BiffMan joins us in the ranks of those in withdrawal from a product we've never even sampled yet?
[quote who="Luckmann" reply="8" id="2035812"]What kind of president? Since you say "any form" and not "some kind", does that mean I can choose freely? [/quote] Actually, that was a typo [e digicons]:X[/e] . It was sort of in response to you calling yourself 'El Presidente Bär' (I stole your name for NTJedi but was not willing to adopt the name you chose for yourself :P). I apologize for getting your hopes up (but thank you for the karma anyway! mwahahaha).
I like this idea. It also means they might be able to get the demo out sooner :P [quote who="Denryu" reply="18" id="2036207"]So cloth map = no tactical combat I guess? Does that mean combatr is going to be very GalCiv 2 ish where things are going to play out pretty much the same whether you just let it happen or you give orders to units? I hope not, I want the tactical game to make a difference...[/quote] They'll probably just start out with all combat being auto-resolved, and
This was sort of touched on in the 3D glasses thread. I completely agree! That was one feature I absolutely loved in Supreme Commander. I usually had it set up so that one monitor was zoomed all the way out so I could monitor the big picture, and I used the other screen to actually do stuff. But, on occasions when I had multiple important tasks to do at once I'd use both screens actively - for example it allowed me to directly control two simultaneous battles on opposite ends of the map, or r
[quote] Luckmann: I think that continuous turns are only for the actual game, in multiplayer. I've got a very hard time seeing the control of numerous units in a continuous turn format, in combat.[/quote] No, that's not right. I quote Frogboy from this thread : [quote]One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The
[quote who="Tamren" reply="10" id="2035300"]Sounds good, but will such a system of numbers have enough randomness to it? If I can hear the dice rolling in the background you need to make them a little more subtle. In other words, morale is not a thermometer. Or if it is, its one full of air.[/quote] That's not hard. High morale could mean a slight boost to stats or whatnot, in addition to making it very unlikely that they will rout. Low morale might result in a slight penalty to stats
[quote who="NTJedi" reply="21" id="2035164"] 1) What's planned for the battlefield turn limit? Hence how long can a battle last? 2) What happens to the defenders and attackers which cannot retreat from the battlefield after reaching the above unknown turn limit?[/quote] I'm hoping there is no turn or time limit to battles - or at least so that I can set there to be no limits. Ideally I'd like there to be a fatigue system, which would result in a sort of dy
I agree that the sum of lots of little animations for most of the things you do is a great way to make TBS games more engaging and fun. And not necessarily cutscenes; in fact I think having the animations occur on the strategic or tactical map (whichever is relevant) is even better than having a window pop up where a scene plays out (like when you complete wonders in Civ IV). There are exceptions, though - like if there's an animation for channelers casting spells, a cutscene might be more ap
[quote who="Zaisha" reply="3" id="2034893"]Eh, the OP's suggestion is for this to apply to non player-owned forces, specifically independants not belonging to a Channeler. (i.e. not a player's units, AI or human) Seems like a good idea to liven up the barbarians/wandering monsters/independant villages.[/quote] Oh... Apparently I need to learn to read [e digicons]:blush:[/e] . In that context, then, great post! I like your ideas NTJedi :)
[quote who="landisaurus" reply="8" id="2034973"]However by modern terms, It certainly would be expected that 2 factions could exist on the same tile (as allies). In such a case, do you think if that say, blue channeler's forces brought down Red player's big scary monster, how will green react? Green might be blue's friend, so will they react exactly as if they were part of Blue's forces? or will they be abstained since it wasn't specifically green forces through
Another fun modifier could be getting a temporary boost to morale for taking down an enemy Big Scary Monster. So not only would your units (at least nearby) no longer be negatively affected by that unit's scary presence anymore, they would also receive an extra morale boost on top of that. And/or maybe have the opposite effect if one of your own Big Scary Monsters falls. Think about it. You're fighting a powerful army, which also happens to have a dragon. Things aren't going so well a
One thing I want them to work out in window mode/dual screen mode: side-scrolling. I want to be able to side-scroll by pushing the mouse to the side even if I'm just using one screen for the game, but I also want to be able to move the mouse from one screen to the other. I don't know the best way to do this; but I want it to be done! :)
Dual (not duel) monitor support would be amazing. Especially in a TBS game.
I like it! The Gettysburg morale system seems pretty good from your description. Combined with a strategic system I think it'd work very nicely. Oh and: [quote quoting="post"]-2 Being charged by Bear cavalry[/quote] [e digicons]:rofl:[/e]
[quote who="SSAF" reply="11" id="2031352"]And even how the hive ship was destroyed was BS. They were shooting nukes and Asgard beams at it, and all it took was a brief flurry of drones to take it out??? It took way more than that to kill Anubis' fleet, and he was just a Goa'uld![/quote] The drones that Atlantis was firing at the hive ship didn't do anything. Atlantis was being annihilated by the hive ship, which hardly seemed to notice the drones. The destroyed the hive by detonating
I think that flying units should be able to fly anywhere and everywhere, with the one restriction being that they have to end each turn on solid ground. Perching atop a high mountain top that's inaccessible to non-flying units should be just fine (like in AoW), but ending a turn in the middle of a lake should be a no-no. That said there could be some exceptions - particularly hardy or magical flying units could be able to fly for multiple turns without 'resting', or in extreme cases maybe eve
I like most of those ideas, but in my opinion there's way too much randomness, especially in the patrols. I want to be able to set troops to patrol between any two points, maybe even along a specific path of my choosing; being able to order troops to randomly wanter around a 15-tile radius circle wouldn't nearly satisfy me. I will also say that I liked Majesty and it's rather unique method of controlling your forces, I do not want to see anything like that in Elemental. For one, I thi
Actually, BoogieBac responded to something recently. Within the last week or two. I'm sure of it, but I don't remember where.
[quote who="Mazuo" reply="8" id="2030233"]...it'd be hard to be worse than the last season of Atlantis.[/quote] I actually think that this last season was very hit-or-miss. It had a decent number of episodes that I thought were way above average, but the reset of the episodes were kind of blah. And the way they ended the series was jerry-rigged and anticlimactic. And I'm surprised nobody mentioned the second-to-last episode. It was kind of interesting, and if it were in the mi