I personally don't like DLC. It either splits the community or is not really worth the money. Look at CivV, why would I pay for each civilization or a few wonders? Also I don't like purchasing things online. What would the DLC even be? You can design your own new content or factions using in game tools or modding pretty easy. No stick to expansions that expand the entire game. Content is for modding. I can easily see Elemental having the potential to go beyond even the second
DsRaider
[quote who="Windexglow" reply="18" id="3020502"] EVERYONE who bought Elemental: War of Magic in 2010 will get FE for free. Automatically. A bit disappointed at this. I hope if this is fun to play there will be dcl for us to pay for, otherwhys I kind of feel cheap. We intend there to be multiplayer of up to 16 people. Biggest thing : Make it fun. Elemental isn't going to be competitive. Let us fight AI together. Or each player has a team of AI. Wild things
Yeah for Counter-spells! That sounds like a very cool spell system. To bad about the quest editor though...
The idea of strategic spells having effects on the environment is a cool one. [e digicons]k1[/e] Tornado could turn the area it is cast on into a desert. Grip of winter would transform the area around a city into arctic tundra. Fire spells would burn grassland and forests away and sometimes leave lava. Earthquake could create hills and fissures. Aura of vitality could cause forests and grass to grow. Blood Curse and Sacrifice could poison the land around a city causing bogs and waste
I hate when people talk about things that annoy them, because if you talk about something like that then on some level it wins.....
Ya I don't think we will get boats on release. The devs have briefly talked about them though. They will probably be added in a content patch after the post release craziness dies down. We will probably get stuff like water monsters and resources as well but at this point I doubt even the devs know.
The idea of limiting the amount of turns allowed in tactical battles has come up in other threads. The point of this post is to explain how exactly it would work, and how it would greatly boost the strategic depth of Elemental and reduce blobbing as well. Basically after a set amount of actions in a tactical battle the combat would end and both armies would return to the strategic map. The attacking army would also lose any action points it has left. The whole emphasis on blobbing, producing
[quote who="Sir_Linque" reply="21" id="3019243"]I doubt it has been said anywhere. Just like being able to only build structures into the adjacent tiles, this is just a baseless rumor.[/quote] Indeed. In fact the first picture in the thread shows that the only building in adjacent tiles thing is untrue. As for ressurecting champions the only thing that has been confimed is the Death Ward spell, and that's more like life insurance then ressurection. A level 5 ressurrec
Nice! It looks like the AI is already better then in WoM.
I have to agree with Kantok that the right subsystems could and should greatly diminish blobbing. Really any game that fails to prevent blobbing is not really a strategy game at all. However we are unlikely to get a complete system change at this point, but even just a few tweaks would make a huge difference. It all depends on how big of a deal Derek thinks blobbing is I guess. Magic can't be a dedicated blob counter. Blobbing has to have inherent penalties, ones that get players to think
@HenriHakl : It would definitely help. The best way to go about it would be to add a way for small fast units to slow down blobs. This is impossible right now because there is no retreat(non-hero), ambush, supply, or skrimishing mechanics. You can't delay blobs because every fight is to the death, instantaneous, and there is no movement penalty for attacking or being attacked. This overemphasises heavy slow moving units.</p
[quote who="Alstein" reply="57" id="3017777"]The problem is that TBS's tend to degenerate into steam rolling on general principle, and steamrolling isn't fun. Sirlin calls this the "slippery slope" problem. This is why comeback mechanics are necessary- you just want them to be intelligent. If a game is going to be determined by the first steamroll, you might as well make that steamroll very difficult.[/quote] I am well aware of how annoying and destructive steamrol
Frogboy you seem to want to change game mechanics so that the AI can fight steamrolling; instead of either making the AI smart enough to use it itself, or changing the game mechanics so that steam rolling is not a sure way to win. Logically if you think that steamrolling is cheap then you should change game mechanics to make it a less dominate strategy, and if you don't think it's cheap then just make the AI do it too or even first. The third path you seem to have
[quote who="seanw3" reply="41" id="3017175"]I wonder if this will be set up in the xml as something like angrypeasants01as a new part of the city hub improvement? That would make it easy to upgrade it to any unit, including dragons.[/quote] I imagine it will be something like that because they also have mentioned guardian statue improvements. I would be very surprised if it wasn't very easy to create improvements that spawn any creature you want through xml.
Ya the huge change to unit scaling in FE slipped my mind. They already mentioned a militia random improvement, it was called the belltower. Not sure what it will do now, maybe more militia?
Militia don't really make sense to me. Why not just build garrisons? How will you upgrade them? How useful would they actually be, especially late game? I think that free city militia encourages putting all your units into one big steamroller instead of actually having to do some thinking about where to put units. The AI scouting thing sounds cool. One of the smartest looking things an AI can do is when you mass along a border they counter-mass.
As a big fan of the Warcraft series I have never played WoW. The mentally challenged and family friendly plot of WoW has basically destroyed any hope of another good Warcraft game ever coming out. In the Warcraft II manual there was a picture of a dragon eating a naked chick, and of big dumb looking orcs carrying severed bleeding heads....
[quote who="Heavenfall" reply="25" id="3016869"]I don't like the siege idea at all. It's just a patchwork on what should be a real siege system. Either do it right, or don't waste resources on it.[/quote] I strongly disagree. It is quite possible to add tons of strategic depth just making small changes such as this. Regardless of how sieges "should" be a wait time for sieges would add lots to the game on the strategic level, and help prevent players from just blobbing. If
[quote who="Edwin99" reply="16" id="3016830"]The question in my mind is: What is the counter to a Steamroller?[/quote] A very good point! In WoM all you could do was have a bigger steamroller. Fortifying cities isn't really a counter to steamrolling unless the defensive bonuses are good enough to allow you to hold off or destroy greater numbers. If it is a stat bonus then it just means the enemy will wait a bit for a bigger steamroller. This is why I support a waitin
Indeed judging by those graphs the AI was playing fine. It had a scores that roughly equaled yours, even in might. However that equal might score didn't apparently actually mean the AI had a military anywhere as tough as yours, since you steamrolled it. The problem could be anything from, horrible tactical AI, bad unit design, bad strategic unit placement, scattered units, or many other things.
[quote who="SofusBorg" reply="25" id="3014691"]Love that Rock Spiders have higher charisma then the leaders and champions. ^^[/quote] If a Rock Spider came up to me and "asked" me to do something I would do it.....
I heartily approve of the creation of whole new worlds dedicated to torment.
I will just say that the devs have confirmed that build time will be the main constraint on building improvements, and that for the record I think that is a horrible system. I hated it in Civ.
I blame it on lost and Battle Star Galactica... Everyone is trying to basically copy those shows' over the top drama. As a consequence they play fast and loose with consistency, realism, and believability . [e digicons]>:([/e]
[quote who="ElanaAhova" reply="1" id="3009233"]Yes. A fine, accurate manual is very helpful. I would like to suggest that the manual be provided here on the forums as a Word / Open Office document so the community can participate in 'editing' it for the benefit of all. Eratta are wonderful, - but eratta embedded in the text where it applies is so much better. Just my 3 cents...[/quote] They could make it a wiki here on these forums. That would be kinda cool.