Oo you just touched on an interesting idea, Landisaurus! Buildings that require magic to build (along with other mundane resources)! I'm not talking about enchanting an armory to produce magical armor and weapons, but buildings that are partially constructed of magic, and producing (possibly among other things) some sort of magical effects or bonuses. Landisaurus' three wonder ideas are good examples. The advantage of building a magical building to aid with some magical endeavor (like
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I agree that if there are magic-using units in Elemental, they should break out of the usual mold of being overpowered archers. But I agree with Denryu that if you can give each individual mage within a squad its own orders, then they cease to be a squad. It'd be like ordering each individual archer in a squad of archers to fire on different targets - it might be realistic but it would be a real huge pain in the ass to deal with. Instead of 3 squads of 50 archers each, you end up with 150 arc
[quote who="lifekatana" reply="2" id="2000371"]How many times have you been scared/startled in a game? Probably one or two times? Maybe you haven't been really scared in a game at all. For movies that number is probably higher.[/quote] Actually, have you ever played American McGee's Alice? That game really creeped me out. It got to the point where I would only play it during the day, with all the lights on and I wasn't alone in the house... [e digicons]o_O[/e] That sai
[quote who="Frogboy" reply="8" id="2000383"]Each faction will definitely get its own spell book. The unique tech trees will ceom from their keep. I'll be talking about how tech works in Elemental in an upcoming journal entry because it's radically different than what you've seen in other games other than, to a point, MOO 1.[/quote] You've got my attention! When you say the unique tech trees will come from their keep... That makes it sound like the city keeps are where you d
[quote who="Sole Soul" reply="7" id="2000250"] Quoting Annatar11, reply 5I take them all? No-because the thread was completely derailed. (Even though it was already offtopic and had no topic!)[/quote] So how do you derail something that was never on rails to begin with? Hypotheses, anyone?
I get the impression that SD intends to implement powerful magical/fantastic creatures that will pose a significant challenge to strong heroes and even channelers, even without implementing special named beast 'heroes'. Dragons are the obvious example because they've been specifically mentioned to rival (or even overpower) late-game channelers. I'm hoping that dragons will just be the strongest of a diverse echelon of extremely powerful beast units. I'm not necessarily opposed t
[quote who="Rillafane" reply="17" id="1997892"]Does unit customization mean race distinctions weaken? I mean we all have a stereo type sense that dwarf are good at axe, hammer; elves are good at bow, drows are good at magic from MoM1. I am not sure if it's a good thing if the unit customization could be extend to a level where the race might be irrelevant. Or am I worrying too much?[/quote] You'll only be able to customize your units to a certain extent - l
I'm just posting to throw my support behind Psychoak's tiered events options. Personally I think just those three choices (no events, minor events, all events), possibly with the addition of another option that makes non-global events scale with game length (Denryu's idea), would be perfect. Oh, plus a slider to dictate the frequency of events. The combination of those options would allow for many different event-related ways to play the game, running from none at all to events being extremel
[quote who="landisaurus" reply="2" id="1997724"]"It would also be a good way to keep portions of the world unsettled by human or AI players even in the later game." another fun part of it is in a friendly multiplayer game it creates a faction that is still a dumb AI, even when everything is supposed to be player controled. So then it becomes a race to grab up the AI places as well, or a distraction or something. I find my PvP strategy games are usually pretty tame
I'll be happy if there's a large variety of types of quests that are somewhat contextual. Quest objectives could be the standard (boring by now) collect X, kill Y, but they could also be to build certain things, train units, explore places, research something specific, perform some feat of magic. They could involve heroes doing something on their own, they could be to build up friendly relations with someone, declare war on somebody, defeat somebody - really any type of diplomatic interaction
Pretty much this exact idea was proposed in this thread. You should post this there, as there are already 2 pages of discussion about it.
A very similar idea was put forward by GW Swicord in Reply #7 in the Will there be wild space in Elemental? thread. I supported the idea there and I'll sign my name up again here. I think this would go a long way towards making the game feel really alive. It would also be a good way to keep portions of the world unsettled by human or AI players even in the later game. One of my problems with 4X games is that they almost always get to the point where the w
Argh double post. Silly forums, tricks are for kids.
[quote who="Luckmann" reply="24" id="1995348"]You know what would make my head explode? Gravity Bears [/quote] For some reason, that made me imagine a bear on the shore of an ocean, making the tides rise and fall by alternately standing up on its hind legs and going back to all fours, over and over. If I were God, that's how I'd have done it. A much more creative way to make tides than by moving a giant ball of cheese around in the world in circles...
[quote who="landisaurus" reply="10" id="1994280"]awesome. What was rendering that? (I know 3D max doesn't let you move the camura in rendering... at least not the copy I use ) It didn't look like in-game per say, but then you said it had physics on it? So is custom content going to have the physics automatically applied to it? I mean that movement on the horse straps could have been scripted for all I know, and if its not, how hard is it going to be fo
[quote who="landisaurus" reply="14" id="1994403"] I hope you know that science fiction does not equal science. It's fiction I hope you know that magic is fiction (i.e. not science).[/quote] Yes I know. But it seemed to me like you cited science fiction books and TV shows to show that teleportation is indeed possible... [quote who="landisaurus" reply="14" id="1994403"]I swear you switch stances. On one side you say My point was that forcing m
[quote who="Jonny5446" reply="11" id="1993988"]Ha ha, that confused the hell out of me .. seeing Bluestalker's avatar I briefly thought I'd written a meaty well considered post and then drunk too much to remember it! [/quote] Oh wow, I totally thought that was you, too! It should be illegal for two people to have the same avatar, it's like identity theft! ;)
[quote who="GW Swicord" reply="15" id="1993460"]How did KoDP handle the calender, e.g. time per turn?[/quote] Each turn was a season, and there were 5 seasons (including the 'mystic' season or whatever it was called, where all you did was allocate your magic points). If they actually implement meaningful weather, for a 4X game like Elemental I'd prefer multiple turns per season. If each season is represented by just one turn, you can't really work weather into your strate
[quote who="Tamren" reply="1" id="1993216"]Other than a massive line of sight, what else is a tower good for? I have never seen a massive stand alone tower in medival history, the only parallel I can find are the German flak towers. How would they function defensively? If the tower falls you would lose everything...[/quote] His idea for watchtowers would just be for the line of sight. I agree with him. And even if there aren't many examples of tall stand-alone towers in medieval histo
See I disagree. Technology isn't magic. Arthur C. Clarke's quote "Any sufficiently advanced technology is indistinguishable from magic" does not say that technology is magic. There is still an inherent separation between the two. Technology is basically anything that can be done within the laws of physics - be they known or unknown . I think of magic as being any fictional force that doesn't abide by the laws of physics. The quote means that any technology that
You just repeated the same thing you said before, Tamren, and it still doesn't solve the problem landisaurus pointed out... [quote who="Tamren" reply="9" id="1993211"]Soldiers mounted on horses can also dismount if the situation required it. Under a hard counter system a unit of cavalry can never become or do anything else. If Starcraft used a soft counter system there would be no seperate Firebat unit. Instead you would have one button to produce a marine unit and a toggle swit
Yeah I understand your point. But the reason that I will never play a game like HoMM, MoM, Civilization, Elemental, or whatever, is because I enjoy being able to play leisurely. It's one of the big reasons why I like turn-based games. Basically I would rather wait for another player to finish a long turn than have to rush my own; I much prefer the frustration of having to wait for another player than the stress of trying to do everything I want to do before the time runs out. Even if I don't
[quote who="Darkodinplus" reply="24" id="1991328"]I don’t think it would be possible to get around some sort of a time restriction on multiplayer games for duels or regular turns. Single player on the other hand you could totally remove any time restrictions. I probably should have included that distinction in my original idea. [/quote] Personally, I never have nor will I ever player a turn-based game with time limited turns, even in multiplayer. For one, not all turns are
Overall that could work out pretty nicely. One thing I'd like to point out is that this is first and foremost a 4X game. Put in any sort of time limit (especially one as short as 10 seconds) and there will be an uprising. Many people who play 4X games and TBS games in general don't like feeling rushed, and will be up in arms against any feature that could be construed as requiring twitch reactions. So there would have to be some other way to keep duels short.
Maybe, yeah, but that still wouldn't let me play on the huge 64-bit maps! I want 64 bit maps! :D The sad thing is that I already have 8 GB of RAM on my desktop, because OS X is 64 bit and I needed more RAM for my research... But because Bootcamp doesn't support 32 bit Windows, my Windows partition is limited to 1/4 of my total [e digicons]X([/e]