I like the idea. I also don't see any reason what-so-ever to give the Sovregin direct access to these details. Thus, the net result of these kinds of events/encounters is indeed depended on the Sovreign decisions without bogging him with the actual details. You behave erraticly? Sure, go ahead, but don't expect Gary the Paladin to accept your job offer.
Gazing
History 101: in olden times, when coins were supposed to be pure metal, each coin was supposed to have the exact same wight as her sisters. So let's say your supposedly pure gold coin weighted exactly 1 S olidus (1/72 of a Roman pound). Every merchant, when attempting to check if your coins are indeed pure gold, would weight them against a weightstone of 1 Solidus. Now, regardless of how you called your coin, the merchants (and therefore, everybody else) are going to call th
When I saw the art style of Elemental for the first time i was skeptic. It looked like old PS2 third grade titles. But now, when I looked at the third pic... It works out pretty well. Only one thing: In the pic, it looks like the spiders are rushing through a forest towards the infantrymen. PLEASE make a collision detection so I won't see the spiders go *through* trees. many games don't bother with it and it really hurts my suspension of disbelief.
Just because it wasn't mentioned in this thread before, the title refer to a Bangles song titled 'Hazy shade of Winter'. On topic: I like the idea of time bank, though I think tieing it to gold is unnescesary. I also think that limiting players' turns can be an in-game mechanic to emulate the effects of a monocratic government. I.E, you are a single person, with only a limited time each day to run your empire. You *can't* do everything, simply because you
It isn't signed by Lord Frogboy...
Warning: spellchecker isn't working. Positive traits: Warlord - increases maximum experience level of units and heroes. Alchemist - can create small amount of special resources by sacreficing large amounts of other resources. Archmage - increases spellpower by X% Druidic - animals are not aggressive towards you. Illusionist - can create an illusion of every creature the channeler has faced in battle before. Master
In Civ, every time I consider building a new city I need to decide weather it's worth the investment. In my case, there are two situations where I do it; when I have a spot where my city will prosper, or when I need a city in a specific place for strategic reasons. For the second group, strategic reasons are almost always gaining territory, usually to get a specific resource. I don't like that system, since I then have a large amount of small cities that eat my resources for rather me
So... Exactly like how Master of Magic did it? Sounds good to me.
[quote who="Wintersong" reply="3" id="2534722"]The Dire Wolf seems to suffer a serious case of undeath. [/quote] Canis dirus - more commonly known as 'Dire Wolf' has been extinct for about 10,000 years. It is not unexpected that those showing up would be... Decomposed. Wiki
The following are observations made me. I served three years in a combat oriented unit (I.E. sleep with an M18 as your pillow), in a mixed company. Basic training - There was one platoon made entirely (including liutenant and non-coms) of ladies females. Out of that all chromosom X platoon, about half finished basic training. Mostly due to physical injuries. The most common injury was stress fractures, due to (believe
Ephafn had a very good suggestion, where trading is still possible and profitable without being unblanaced. I had another suggestion of my own, but it doesn't hold a candle to his.
@Vandenburg: Oh, he will be in the game, just not so blatantly. @Scoutdog: Sarah, as a name, is about 3500 years old (Abraham's wife). As for the spelling, Sarah is the the best possible translation of the name from Hebrew (yes, the 'H' should be there, though it's pronounced 'sa-RAH'). My point is, the 'oldschool' name some times happen to be the common one. And Serra is a character from the M:TG multiverse.
Quests should, IMO, be based on real strategic factors. Event: The river's sylph (water-nymph) is angry because the town drains its sewege into her home. Trigger: a river-side city has reached x level of pollution*. Options: clean the city, fight the sylph, enslave the slyph to power your watermills etc. etc. The interesting thing is that the quest gives the feeling of being based on real (in-game) objects, and not of just being randomed from a b
Here's something I wrote exactly 50 weeks ago in these forums ( https://forums.elementalgame.com/334744): 'A scout barges into your throne room. He informs you the the great dragon, Grougaloragran* has been sighted near the hamlet of Mulenheim. What are your orders Your Excellency?' <span style="font-
I would *pay* to have a mod based around making the world from these six elements: Up. Down. Top. Bottom. Charm. Strange. Quantom Chemistery is in semester 7, so it'll be at least a couple of years between Elemental is out and me having the background for that though...
I've had it with those bull*censured* nonsensical Helenian elements. Fire/water/air/earth is boring, limiting, and cliched. This thread is where we try to come up with new systems of elements. As I see it, you know you made a good system where each and every spell you can think of can be neatly categorized. The classic system is rather bad because it works only for spells that deal with said elements, everything else comes out as a sad excuse (I.E. 'Spirit Bending'). Aside the
A 'theme' for the interface of research would be awesome. Be it a couldron or playing lego with coloured crystals. As long as it's not time consuming and purely estetic it's pure win IMO. An option to research random spells would add divercity and nuiquness to every replay. Also, I don't see any reason why we should choose only one of the systems. A player should be able to decide to focus on 'classic' research or to go wild with his intuition every time he finished researching a spel
Actually, giving such jobs to heroes would be extremely realistic. And Awesome. Let's just say, that if I, the channeller, know a certain individual unit by name, then said unit is some cog in the administering of the empire. I would appoint my eldest son to lead my armies, my second to be in charge of the home front, my doughters to handle the variouse domestic needs of the population, etc. The point being that the empire is a family bussyness, and that this is what the family does.<
(Read only up to the middle of page 2) Here are the statstics that factor in any combat system: To-hit chance, Damage potential, Avoidance and Mitigation. That's it. The minimum number of attributes needed is three (attack, defence, something to count the fact that damage has been done [common use is 'HP']). I'm bored so I'll clarify my previouse statement. The calculation for every attack has to take into account the factors stated above. They might dis
Robbie, I think you underemphasized one of your more important points. You saide "and still contain choices which effect the game.". Allow me to rephrase that: "Have meaningful decisions". Let's break the idea down to base parts, those of you who ever GM'd an RP game should know this. Meaningful decisions means two things. The first is that the player has the ability to choose. If there is no choice, there is no fun (and therefore no point). I.E. Civ's research becomes
[quote who="econundrum1" reply="15" id="2399652"]Frogboy, is there any intention to have flaws you can select which give you more points to spend on other advantages and to help better define your soverign as an individual.[/quote] I think I remember reading in the journal that Frogboy took MoO2 as an example for sovreign customization. This means, in a word, 'yes'. The word can also describe the whole thread. With the suffix of 'please'.
It's not about the visuals, it's about telling the freaking difference between the two groups of sowrdsmen brawling on top of the hill... I think this is actauly a more crucial feature than you think.
As I see it, we discus two different suggestions here: industrial pollution and magical aftereffects. I'll start with the industry: I think you guys (even you jungwirsch) missed the point. It's not like a pollution tile, but rather like the unhealthy population in civ4. It basicaly gives another obsticle that needs to be overcome to achieve full potential. Personally, I like the idea quite a lot. Especialy if it has some interesting effect on the area. Suggestion: how about a
Ability list ain't *nearly* big enough... :P MoM had this (almost) perfected, where the basic stats would decide how well a unit will perform a certain function, and the abilities/secondary stats would decide which roles the unit can fulfil. Example: The attack/defence/hp decides how well the unit handle melee, while the secondary stats decides if it even have any bussyness in doing so, or would it be better serving in some supportive role (healing, ranged attack, buffing, deb
Just a heads up, in some areas of the 'net ICS stands for something completely different and this topic cought me by surprise. Back to the topic: I don't have any problem with spamming cities, as long as the needed infrastructure to support them is coherent. For example, civ4 pisses me off in this regard since new cities cost a lot of money and you don't really know how much, so you can accidently commit suicide by building a couple of new cities at the start. H