pigeonpigeon

pigeonpigeon

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

[quote who="Darkodinplus" reply="19" id="1987578"]Not in my opinion, by your own appraisal of the situation getting a dragon or as GW Swicord suggested some other lesser magical beast would require a substantial investment. In my situation the two armies were pretty much equal until Player A got a dragon to ally with him. It would be reasonable to assume Player B would then have a large amount of resources since he didn’t have to negotiate with a magic beast (assuming magical creatures

39 Replies 32,719 Views

I really like most of your suggestions. Having seasonal effects that actually effect the game, night-fighting (like in Total War). One thing I'd like to suggest is that they don't fall into the 7 days = 1 week, 52 weeks = 1 year, 12 months = 1 year. If they're going to be creating a whole new fantasy world, I'd like to see them change it around a bit. One good reason for switching things up is that it would make the passage of time a little more fuzzy - so you'd never know exactly how much ti

41 Replies 143,361 Views
Reply to Death Magic in WOM Ideas

[quote who="Tamren" reply="16" id="1984079"]Eh simple is better. Mundane physics are a good base for your magic because everyone understands how they work, even if you can't express the concepts in scientific terms. It puts its hand on the stove and it gets burned again, etc. It doesn't matter what the laws are, but at some level they will have to interact with normal physics. If I throw a magical snowball at you I expect it to splatter on your face and send ice down your shirt collar. If wha

65 Replies 143,668 Views

I like the idea where you can choose to retrain them anywhere, resulting in the complimentary number of units being trained and equipped at the nearest city (or even a city of your choosing) capable of training that unit. When they're finished, they can be automatically shipped to the 'damaged' squad. There could also be general options for friendly/neutral/enemy territory, so you can choose to automatically have reinforcements sent to replenish depleted squads in friendly and neutral

32 Replies 132,477 Views

[quote who="Kuloth" reply="13" id="1986402"] Heroes I think should be a fairly essential part of any valid strategy and a big problem for people who don't use them, not basically an optional fluff thing which was realistically more trouble than it was worth.[/quote] I disagree :P I think that playing with few or even no heroes should be a valid strategy. I like the way it's been presented so far by the devs: that using heroes is a trade-off. To create or recruit heroes you imbue

22 Replies 115,839 Views

[quote who="Kuloth" reply="11" id="1986393"]I think we'll have to agree to disagree there. While I share your concern, I'm just not seeing the need to turn-by-turn calculate what the AI would do. If the player isn't there, it doesn't need to be scrupulously fair - so a few shortcuts will do.[/quote] I'm not seeing that there would need to be a turn-by-turn calculation of what the AI would do. It would be too impractical. I think what would need to be done is to have a ci

38 Replies 19,900 Views

[quote who="qwertyfou" reply="12" id="1986935"]With the sentient beasts, there could be a web of relationships that make it increasingly difficult (but not impossible) to gather all of the most powerful of the sentient beasts to your flag - the greatest of the beasts are rivals just as the Men and Fallen are. The relationships could extend to the lesser sentient beasts.[/quote] From the various dev posts I got the impression that the sentient beasts will be the 'masters' or caretakers

39 Replies 32,719 Views

[quote who="FlyGuy7" reply="2" id="1985046"]Note: I didn't started any personal atacks but starded against me. Some really desire to for whatever reasons. Scares them out. Some honesty and truth, and there you have enougth horror these times, not just anything bad. I was No violence No disgrace No prejudice No idolatration of egocentric needy emo punks that need to be famous and influence many to 'their sadnesses', has if it's the biggest in the world.[/quote] This is the greate

43 Replies 133,711 Views
Reply to Death Magic in WOM Ideas

[quote who="Tamren" reply="10" id="1983074"]And those laws are? If magic was free I could say "I am going to cast a spell that will teleport the entire planet into the sun" and you have to come up with a law that would prove that to be impossible. You can't just say "you can't do that". Its okay for magic to break the laws of energy conservation, but then you have to create laws of magical energy compensation to replace it or else you have created a loophole in the fabric of reality.[/quote]<

65 Replies 143,668 Views

[quote who="Kuloth" reply="8" id="1983440"]I'm sure you could code some random city and resource generation fairly quickly, a big short-cut on playing it out turn by turn. Even if this generated content wasn't spot on, surely it would only take an AI player a few turns to take the raw, generated empire and turn it into something formiddable. Seriously though, when le frog codes his AI he's going to have tables of what buildings and units they prefer and in what order - j

38 Replies 19,900 Views

[quote who="Luckmann" reply="10" id="1982744"] Quoting landisaurus, reply 9 Please be no.. please be no.. please be no.. *fingers crossed* you could always turn it off whats wrong with having options?Because ultimately, games are meant to be played a certain way. This is also why I don't like the tactical combat, just because "there's a auto resolve button!".[/quote] Well the devs have already told us that Elemental is meant to be playable in man

27 Replies 25,880 Views
Reply to Death Magic in WOM Ideas

[quote who="Tamren" reply="7" id="1982628"]Because otherwise magic would be free. I could clap my hands and turn you inside out, or wink an eye and cause the moon to fall on your capiltal city. Who is to say that I can't? If the energy I use comes from an infinite source then there is absolutely nothing you can do to counter my magic.[/quote] You're making leaps that I don't follow. The ability for magic to permanently alter the state of the universe in no way would mean magic needs t

65 Replies 143,668 Views

[quote who="keithburgun" reply="7" id="1982433"]why does a miner-type need a pauldron? Why does he need to protect that one shoulder?[/quote] Well, that shoulder seems to be holding the weight of his satchel and maybe even the tools on his back. So maybe the pauldron is just an exagerated shoulder pad. :P [quote who="keithburgun" reply="7" id="1982433"]Why is the fist directly perpendicular to the camera, and yet the pickaxe is going down - that makes no sense.[/quote]</

43 Replies 133,711 Views

[quote who="FlyGuy7" reply="13" id="1980925"]What I didn't liked in this picture was that that stoned wall bulding seemed comparably small. I think its much better everything up to scale with eachother. [/quote] I actually have to second this. I hope that when all the buildings are put into the game they will be consistently scaled. That said I love this new artwork. It looks absolutely amazing. Although I have to ask... what is that missile silo-looking thing? Does anybody el

49 Replies 130,042 Views
Reply to Death Magic in WOM Ideas

[quote who="Luckmann" reply="5" id="1981642"]I'd like to make that two rules. Cost and Limitation. The physics in a fantasy universe doesn't have to be the same as in ours, of course - indeed, some fantasy universes even uses the opposition of physics as the core of how magic works (Arcanum, for example, where magic has a tendency to dissolve the laws of physics - everything from two simple cogs working together, to a steam engine simply not working anymore, to weapons. What's always

65 Replies 143,668 Views

[quote who="igoraki" reply="3" id="1981843"]Just want to express my full suport for art direction,since i agree most strategy games look too similar nowadays.Picture above is some sorf of test render,i guess,but still i dont understand why you have more then one light casting shadows in scene,looks confusing,to me at last.[/quote] It's probably safe to assume that it own't be like that in the actual game. Unless the world has multiple suns, anways :P

49 Replies 130,042 Views
Reply to Death Magic in WOM Ideas

[quote who="Tamren" reply="1" id="1980320"]The way I see it, pyromancy has nothing to do with fire.[/quote] Except if you're calling it "Fire Magic" then it does have quite a lot to do with fire :P That said it doesn't mean every spell within the fire school needs to involve things bursting into flames. I agree that fire magic should involve the creation/manipulation of heat. I mean really, if actually limited to rules of physics then there could be no magic at all... [quote w

65 Replies 143,668 Views
Reply to Death Magic in WOM Ideas

[quote who="arstal" reply="24" id="1979842"]I think Stardock has said five magic spheres (Elemental Ones+ Life) You can do a lot within those spheres, and some things I wouldn't be surprised if it requires two sources of magic at least somewhat- similar to disciples. [/quote] Yeah, but they've also said that each sphere will have a sort of spectrum. So, for example, knowing that your opponent is a fire channeler won't be enough to accurately gauge what you're up agains

65 Replies 143,668 Views
Reply to Death Magic in WOM Ideas

[quote who="Luckmann" reply="21" id="1979050"]Generally, this would be equal to the usual perception of good and evil (as I said in the excerpt you quoted). But as I expanded on after the excerpt you quoted, if you took the time to "read->comprehend->write", Positive and Negative are the presence and absence of the classical element. To this, I used the example of the Fire element to create Ice magic. Because if Heat (Fire) is the result of the Positive of the classical Fire

65 Replies 143,668 Views

[quote who="bleeba" reply="10" id="1977879"]I am sort of sad that no one has commented on one of my ideas. It was at the end of the post and so maybe did not get as much attention as the first part. Or maybe it was just a bad idea! But even tearing this idea apart would feel better than neglect. Please forgive me posting this again but I would love some feedback on this: In a really really large game world-maybe other game objectives could be developed.

14 Replies 67,437 Views
Reply to Death Magic in WOM Ideas

I never really thought about the spectrum of the schools of magic ranging from "good" to "evil." I actually hope that's not how it works (after all, pretty much any spell could be used for good or for evil). I'd rather it just be a neutral dichotomy between two different skillsets. Basically, the "positive" spectrum of fire magic might be predominantly offensive destructive spells, while the "negative" spectrum could focus more on debuffs and the like (sucking the heat out of enemy soldiers,

65 Replies 143,668 Views

[quote who="Tamren" reply="20" id="1977339"] Quoting pigeonpigeon, reply 18Having to run Impulse when you want to install or patch a game is not remotely similar to having to run Steam every single time you want to play a game. Not in the slightest. When the Entrenchment expansion for Sins comes out I will be forced to download and install Impulse if I don't have it already, connect Impulse to the internet, log into my Impulse account, download and install sins, the

25 Replies 11,565 Views

[quote who="Moosetek13" reply="9" id="1977665"]Is 'ors' even a word? Or's would be the punctuated word form of 'or is', or 'or us' perhaps. Spell checkers are not punctuation checkers, after all. 'Ors' is not a proper word. Learn how to spell and punctuate, and your problems will be over. http://www.merriam-webster.com is your friend.[/quote] .... Pretty sure he was talking about words like "honor" vs "honour" or "armor" vs "armour." American

23 Replies 69,659 Views
Reply to Death Magic in WOM Ideas

Personally I couldn't care less about scoring, and the only reason I'm not against the devs including a scoring system at all is because I know a lot of people love their scores :). But basically, scoring systems are always biased in favor of something or another. I much prefer detailed statistics to be shown at the end of a game. Frankly it's much more meaningful than one ambiguous number. Best of both worlds i guess would be for SD to include both, and being able to see both would also make

65 Replies 143,668 Views

[quote who="landisaurus" reply="2" id="1977242"]As far as options are concerned, I just want most things they create to be able to be turned off. Nothing bothers me more than when a sequal introduces a cool new feature that changes gameplay in a big way... and sometimes you just wish you could turn off once in a while[/quote] As far as game development, even software development in general, is concerned, I think that's a bad philosophy to have. It's like creating a new operating

42 Replies 24,798 Views