cephalo

cephalo

Joined Member # 3452458
34 Posts 465 Replies 1,142 Reputation

I'm not in a position to be sure, but I believe some of the wrong names are being thrown around in this thread. If Brad want's to talk about the composer, he ought to give a name so that people don't misunderstand.

26 Replies 96,917 Views

I can't wait to see how they resolve the conflict between an unaging ruler and a hereditory, monarchial system of government. To me they seem paradoxical. If you arent' expecting to die for the next 500 years, certainly you can wait to have children right? The age gap alone would make governance impossible. "Hey Billy, we're going to great great great great grandfathers house for dinner tonight." "Awe, I hate going to great great great great gandfathers house! It's s

33 Replies 25,928 Views

I think that number 2 on the list, making a fun, story driven campaign is going to be extremely important, and also very hard work. Harder, I think than you guys think. I was just thinking that the reason you see so many Elves, Dwarves and Goblins in games is that you don't need to explain them. Even Tolkein drew a great deal from pre-existing tradition as you can see here. http://www.youtube.com/watch?v=cMAkJmDeRVs <p

82 Replies 252,115 Views

Let me tell you what bugs me about this beta process. It's too early to judge anything at all, which is frustrating as a tester. Let me give you a 'gourmet cheeseburger' analogy. I know I would like some kind of gourmet cheeseburger, and stardock is going to make one for me, but they want some feedback from me to ensure my satisfaction as they know I have alot of experience enjoying some of the best cheeseburgers ever. So the process begins. WEEK 1: SD: Ok, her

82 Replies 252,115 Views

Yes, mice can jump really high, like out of a 30 gallon aquarium no problem. They can also chew through almost anything, and can lift many times their own weight. I once had a mouse try to steal a package of spaghetti through a hole in my kitchen ceiling. I turned the light on at night, and it started raining spaghetti! In a plastic container, you have about 4 hours before he can chew his way out.

64 Replies 123,021 Views

One thing about starting the game with a 'dead' world is that it makes map generation easy peasy. For mods and such that require a living and active world at game start, I'm hoping that they will let us code our own map generator in Python like in Civ4. I have alot of fun with that sort of thing. EDIT: If you think about it, not being able to mod the map generator would greatly limit the kind of mods that could be made. I'm sure they will give us access. Ther

4 Replies 3,990 Views

I like the direction you are going with this line of thinking. Some of my favorite cities are from some really old space games. Two of my favorite games are Space Rogue and Privateer. It was always very satisfying to battle your way into these places knowing that it was the perfect place in the galaxy to sell the cargo you happened to have. Also the city was where you got to buy your ship upgrades or even a new ship! After a profitable visit to a city, it was like playing a new game from then

82 Replies 408,171 Views

[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps. [/quote] Yeah there's a fictional aspect to this as well that is very important. We've seen the underground maps in AOW:SM, which was unbelievably cool, but there are other uses for multiple maps. For a Star Wars mod for example, you might have Hoth, Tatooine, Degoba etc.

111 Replies 364,029 Views

I can understand why multiple maps (planes in the case of MoM) might seem tangential for EWOM, but there is no end to it's usefulness in modding. I was hoping this would be something that the engine could handle.

111 Replies 364,029 Views

I saw one little thing I would like to nit pick. I saw the trait 'Diplomatic Ability' and I don't like that in games. Diplomatic skill will never fool a rival into going against his own interest, and diplomatic clumsiness will never dissuade a rival from a deal that benefits him. Some game's diplomacy models are totally broken by the idea of 'diplomatic skill'. "You rudely offer to give me a whole city and all your money and ask nothing in return? Get outta&nb

48 Replies 160,231 Views

[quote who="KellenDunk" reply="22" id="2452422"] Quoting LDiCesare, reply 21 I don't think that it is actually a good idea. Ok modding is cool, but I expect mods to be variation of the same style of game. I don't expect to get an RPG or an First person shooter from a 4x strategy game. I expect another 4X strategy game as a mod. I had the chance to try an RPG mod for starcraft and it sucks. Because starcraft was not designed for this and that is OK. So ye

48 Replies 105,928 Views

This is indeed a great game, and I'm enjoying it a great deal, but there's something that really bugs me about every RPG since Betrayal at Krondor. It's the compulsion to rummage through every barrel and crate scattered all over every town and forest. There's never anything of value there, but if I don't mess with it, I might be short on money by the end of the game if I haven't accumulated every piece of junk. Never mind that this might be stealing! When I bar

46 Replies 91,480 Views

[quote who="Tasunke" reply="39" id="2451617"]maybe the more airs you are willing to uphold (in order to appease your diplomatic guest) the higher the chance that your proposal will pass. of course, there are only so many airs that you can uphold before making a fopa, and this number increases with your diplomacy score. (so diplomacy score is not purely "I can talk better" but also has a mechanical factor as well) [/quote] Actually I don't like this. I think the AI's should make d

45 Replies 103,062 Views

While were on the subject, I want to give my biggest pet peave with game diplomacy. Every game I've ever played has this problem. Real life diplomacy is a very complex thing. Countries make requests of one another according to their interests, which they may or may not want everyone to know. There are also intangible things like national pride thrown into the mix. When you are making a diplomatic system in a game, you can only approximate the innumerable variables governing forei

45 Replies 103,062 Views

Sounds like the most drama packed game of Risk I ever heard of. I am reminded of the Dwarf Fortress motto, 'losing is fun!'

21 Replies 6,965 Views

[quote quoting="post"] So now that you had to be at war before attacking another player, that made it much easier to finish the unit movement code. If a unit tried to move into a tile with another player's unit that was not its destination, it would be blocked and have to re-calculate its path. If the tile was its destination, it would bring up the declare war prompt. [/quote] If peaceful oppone

56 Replies 148,970 Views

[quote who="Razgon" reply="7" id="2446120"]I blame Dragonage for any delays [/quote] Yeah, no hurry on the next patch... [e digicons]:-"[/e]

17 Replies 8,669 Views

To further explain the defense benefits, imagine that your city aura can give you a 5 turns warning that a city will be attacked. If you have three cities within a 5 turn march these three cities can all be defended with the same army. If you have three cities that are farther than 5 turns march from each other, then you need to maintain that same size force in each of them individually to provide the same level of defense! In this case you are maintain 3x the number of troops!</

31 Replies 17,274 Views

[quote who="Demiansky" reply="21" id="2442962"] Well, everything that you've said about many classic fictional settings is true... but Elemental--- and it's tech system--- seems to fit perfectly fine. The world of Elemental was recently destroyed by an apocalypse, with plenty of old do-dads lying around from ruined civilizations. And there is no "end of the tech tree." Research continues indefinately, so that's not an issue either. [/quote] Oh, there will b

35 Replies 19,824 Views

In my mind, city development and tech are quite different from a fictional point of view. When we say 'tech', what exactly are we talking about here? One thing that might makes things a bit bumpy in Elemental is that it's very rare in fantasy for technology to move at all, even over thousands of years. If anything it's more likely to regress. This is true not only for Tolkein but even in a highly technological setting like Star Wars, people talk about how life was better and easi

35 Replies 19,824 Views

[quote who="BoogieBac" reply="10" id="2442453"] but when I start building cities (near valuable resources and shards) my nation is strewn out all over the map... Which doesn't scream "fantasy world" to me in the least... I have to (humbily) disagree on this point. Part of our goal is to make a world that 'feels' like a traditional fantasy RPG setting. When you play an rpg, you have some considerable distance to travel between cities (even when t

31 Replies 17,274 Views

[quote who="Demiansky" reply="10" id="2440965"] Quoting LDiCesare, reply 9 I'd like the mechanisms for spell research to be different from those of tech: +Tech buildings different from +Magic buildings. Automatic tech growth from population, no automatic magic research. We might use units to do the magic research, but Dominions proves that it can become quite tedious and heavy on the micromanagement side. If it turns out

35 Replies 19,824 Views

Well, the resource that drives tech research is population, which makes alot of sense. It makes less sense for spell research though, which makes me curious as to what the currency of spell research will be. Anyone want to speculate?

35 Replies 19,824 Views