And how do you define "own the game by 30th of September" ? Order date ? Impulse registration date ?
b0rsuk
Maybe it works like this because they're opening portals to other dimensions ? This would be especially interesting in multiplayer. Someone opens a forbidden passage and suddenly everyone's fighting demons.
Let's have death at childbirth too. No, really. I can counter all your counterarguments by saying "It has happened in [i]The Song Of Ice And Fire[/i]".
[i][b]Those who do not understand Master Of Magic are condemned to reinvent it - badly.[/b][/i]
[quote who="Admiral Rom" reply="64" id="2770264"]Can anyone let me know where I can find out more about: 1) Setting up dosbox to work properly with MoM? (I can only get it playing in a small window with no sounds atm). [/quote] DOS familiarity helps. Once you get the DOS window, first thing you need is to assign a directory to a separate drive. I do it like this: [code="css"] mount c: /home/b0rsuk/Gry/dosbox/MOM [/code] Then you switc
[quote who="Robert Hentschke" reply="43" id="2770104"] Obviously a lot about it could still be improved. Some units or spells are just way over the top and the [i[(now lost?) MoM 2.0 patch[/i] had addressed a lot of those funky spikes in the curve.[/quote] Nothing can ever get lost if your internet searching skills are as awesome as mine. http://89.108.111.97/tmp/MOM200.zip
The way I see it: 1. Each new city adds to micromanagement. Many people don't like excessive micromanagement. 2. No-brainers (choices that are much better than anything else) are bad in games, since a computer game at its core is about choice. Choice is the only part unique to games, it's not present in books or movies. More interesting games are often about making interesting choices. This should especially be the case in [i]strategy[/i] games. 3. Flavour. The concret
luketan: I think "only able to cast spells outside your domain if there's a hero" was a [b]smart[/b] decision by AoW design team. I think it's a flaw of Master of Magic that you can cast spells anytime*. I think so because in MOM, as long as you had enough mana and skill left, you could [b]DEVASTATE[/b] enemies with spells. So you attack enemy settlers or spearmen, he casts Psionic Blast and you potentially take a lot of damage. It really gets out of hand at Impossible, to the point w
In my opinion this stance is short-sighted. Linux users tend to be younger, vocal, and first of all [i]techies[/i]. They are not afraid to dirty their hands with [i]modding[/i] or [i]setting up servers[/i].
Yes, I meant Steam, which seemed to be a touchy subject for Stardock a while ago when I hanged around the offtopic subforum. I counted several threads which looked like press releases (corporate word for propaganda) mentioning both Steam and Impulse. Linux gamers are actually a bit more numerous than Mac gamers, if Quake Live is any indication. And they seem a lot more starved for good games (see average money paid for Humble Indie Bundle). And contrary to what some people say, you do
Incredible ! There's a new fan-made patch for [i]Master of Magic[/i] ! It fixes a huge number of bugs including ones affecting AI, makes AI use more tools, etc. I've just tried the [i]Cloak of Fear[/i] spell and it actually works - it's strong, but at 12 mana you it should. Now Weakness is not always the most economic spell, I'm playing death magic Gnolls on Hard and a single unit of Wolf Riders with Cloak of Fear can kill 4 High Men swordsmen units with barely a scratch. Link to the
I think what Stardock needs is some competition. Once the S-word releases a version for Linux, they may change their tune.
[quote quoting="post"] 1. Drastic shifts in numbers This impacts many areas within Elemental. Take as an example the weapons listed as 'Blunt': Gnarled club +2 attack Axe +6 attack Mace +12 attack War Hammer&
[quote who="Suunman" reply="37" id="2768036"]and the dos box version is so tiny its hard to play these days.[/quote] If all you care about is "so tiny", then press [i]Alt-Enter[/i] to toggle fullscreen. It won't magically improve the [i]resolution[/i], but it will be using your whole monitor.
In all games I know as soon as you discover a technology you are able to make use of it. But what if using a technology required an investment into infrastructure ? You'd have to spend X gold and Y metal just to have the factory going. At least for some technologies. More realistic, but I think also with beneficial gameplay effects. You wouldn't be able to simply get all the benefit by tech trading or technical espionage.
1. [i]The Empires[i] can be made different from [i]The Kingdoms[/i] by having different fame systems. The former could rule [i]by fear[/i], and the latter [i]by loyalty[/i], for lack of a better word. Different actions would result in reputation gain. [i]Kingdoms[/i] might mostly value building of civilisation, perhaps diplomacy. [i]Empires[/i] might value forcing one's will, assassination, killing of champions and dynasties, razing cities. More ideas in [i]The Prince[/i] by Nicolo Machiavell
[quote who="sagittary" reply="63" id="2764728"]I agree with borsuk. If someone really wants to avoid save scumming, they can do it by themselves. If they need that extra enforcement, they have Ironman mode. If they want to save scumm, they're free to do so. Everybody is happy, everyone gets to play the way they want. [/quote] Hmm, does the game have the Iron Man mode already ? I honestly can't tell. I don't have the game, the wiki is mostly empty too. The game is not a hu
[quote quoting="post"] - Would like to be able to re-marry if my spouse dies and we haven't had children yet. In one game my wife was killed when some mob I didn't notice attacked the city she was parked in. After that the whole dynasty thing was useless to me. I understand no re-marriage if you have a kid already but if there are no children yet I would like the option to marry again. [/quote] I would prefer if the option was unavailable to some factions
Suppose I order the disk version one day. Can I download the patches, or is [i]Impulse[/i] the only way ? Impulse doesn't work in wine (Linux).
Speaking as someone who likes multiplayer: Yes, re-balance the game first. It needs to be a good game first before people start thinking about multiplayer. Few would buy [i]Elemental[/i] for multiplayer alone. Multiplayer fans are the ones most likely to know Elemental is focused on single player. ============ That said, you don't have to agonize over fixing minor things like unit/spell costs or stats. You can apply some broad fixes and [b]improve the modding tools[/b]
[quote who="Vladesch" reply="47" id="2763433"] Stardock should just remake MOM with better graphics. [/quote] If you want [i]Master Of Magic[/i], you know where to find it. Graphics were never the main draw of the game - I remember I considered them ugly back in the day. You could certainly improve the interface, the AI and balance. [quote who="the Gorgon" reply="49" id="2763563"] I'm completely with Nick on this one. There is no conflict between sovereign
Austinvn summed up my stance almost perfectly in this post: https://forums.elementalgame.com/395523/get;2762476 I'll expand upon what he said. An unreasonably hard game balanced for [i]Save/Load[/i] would be [i]Baldur's Gate 2[/i]. The devs have said as much in an interview - battles are intentionally hard to make the player try a couple of times. For an uninformed player it would be incredibly fr
I understand why they did some things differently (dynasties, sprawling cities, designing units). But some parts came out very bland in comparison to [i]MOM[/i]. They could've used [i]MOM[/i] solutions in places they didn't have enough ideas and/or competence.
[quote who="StevenAus" reply="27" id="2761734"]Even though a game like Wesnoth is a bit different (because it is scenario and tactical combat oriented) it really adds to the experience to play through an entire scenario (especially on the Hardest difficulty) while not taking taking any *unbearable - restart scenario* losses, and making more crucial level ups than you lose afterwards. It is really traumatic when you get most of the way through a level and then the AI takes out a loss con
[quote who="searro" reply="41" id="2761517"] Quoting Droghar, reply 39The best balancing mechanism would be to condition the amount of loot by the relative combat rating of your army and the monsters, just like xp is modified in DnD. That way you can’t plunder thousands at low risk, if you want big loot you have to risk your army Good idea.[/quote] So if I want more gold I should leave part of my army behind ? I should prefer units with underrated CR