I agree with minimal mouse use. I also have had some weird unit movement issues; units sometimes move along their destination after end of turn, other times they don't. Also about movement, without a path indicator it's hard to see how to get to an isolated area. Seeing a path that is chosen (similar to other games) might be necessary, because sometimes I've moved to terrain I've already explored but the visual details of the map aren't enough to cle
Tim4fun
Agreed. Elemental: War of Magic 1st priority in game: War 2nd priority in game: Magic 3rd priority in game: Management of resources to accomplish 1 and 2 Of course doing 3 well makes 1 and 2 possible, but I'd prefer more time on 1 and 2 quicker in the game. Governors as optional for cities; micro-or Governor, don't care, just don't make the game tedious. People would realize they need more food/ho
Are you guys gonna create a cool Web page icon for elemental? We need one!
[quote quoting="post"] Q: I’ve heard there are no flying units in the game. A: There are flying units in the game. However, there aren’t flying armies in the game (i.e. there are creatures and animals that fly, but we do not plan to have flying mounted units in – at least at release. We can discuss with players – after they have the game – what practical means they could envision flying around. [/quote]</
If by "Expand the race distinctions and provide more assets and code to support players creating their own custom factions made up by their own custom races." you mean that each custom race could have custom units with special abilities (regeneration, flight, resistance, water walking, holiness), I'd vote for that. Yes, I'm a fan of MoM. If by "Expand the ...." you mean allowing difference in mundane attributes (graphics, clothes, swords, defense, attack, etc, b
I'm going North with Viy following me for a turn or two. Next turn Viy disappears on cloth map. Happened to see crossed swords indicating someone was there. Debug.err http://pastebin.com/AVRWcS41 Screen print <p style="margin-bo
Happened to me also today.
Moving Sovereign caused a hang. Had recruited a Hero, otherwise early in the game so don't know how to repeat.
"People forget how fast you did a job -- but they remember how well you did it." Howard W. Newton Keep at it, sir--your model is enviable, smart, and way above the norm in business.
Melee reach/range is important; it's why spearman and pikeman should get first strike or something like it. Regardlesss of the method or name of the bonus, it seems reasonable that an equally trained and armored team of pikemen vs swordsmen should start combat with the spearmen really tearing them up at first.
It's still early in the development cycle, but I hope the final version is tuned so that magic and battles are the focus of the mid and late game stages, and not city squares, farming, and housing. In the early stages these things are important, and agree with that as a focus of effort in your strategy. But, it would be nice if there is an Advisor to automatically build housing and farming as needed, once you get to a certain number of people/buildings/battles/magic to manage.
As part of unit design, will we be able to give units special abilities in addition to equipment? Examples: Cause Fear; Inspire other units; Resist Magic; Flight; Regenerate; etc. Certainly it would take longer, but this seems like a good way to make variety in the units. It could require an item to do this, or maybe be part of the research tree? Again, if it could be part of Unit design, it would vastly increase the variety of units if you could give them more than
Frogboy: Thank you! Wonderful summary. One question about Unit Design: [quote]Unit Design There is no such thing as a “knight” in Elemental. Instead, players create their own classes of units (that they can call knights if they want). Starting with a peasant, the player gives them equipment and assigns them training to turn them into a soldier.[/quote] Will we be able to give units special abilities in addition to Equipment? Exampl
Wow. Wow. Awesome! Way to go Stardock!
I too think Demiansky has a good idea here. Simplified, have a discipline or morale base value that has some variables that affect it: length of time since last battle strength of opposing army compared to yours last battle won/lost quality of hero leadership in this battle training knowledge of reserve strength etc. Then add a small *random* [e digicons]:X[/e] modifier (accounting for quality of food that day, argument wi
Raven X's Swamp Geth seems cool and balanced phonetically for some reason. Scoutdog's Thurg is pretty good too.
Great observations. My additions/clarifications to those above: The distant wizard’s ability to affect the battle before (unit pump-ups) and during made every combat unpredictable/winnable. Ability to get an increasing variety of units by taking over other cities allowed experimenting with combos [not locked in by original race for whole game] The Heroes ability to affect army strength, army movement, magic castable per turn if in home city, etc.
Thank you for the the summary--it revealed some things I missed by just reading all the posts. The research variations and quest variations plus so many battle options are very very cool.
As I privately replied to BoogieBac, thank you for listening and caring enough to reply--those actions alone are so cool they diminish the value of my post, as you have obviously thought about these issues. Sorry for the distraction to your vision/work. I will return to being hopeful and try to provide more harmonious beta comments.
In an early post/interview Stardock staff mentioned they wanted something that was similar to MoM in some ways; I don't have the exact quote. My purpose was to express a thought others have shared about what made MoM cool. I think the races helped, and I think there are enough posts on this site to validate that. MoM was one of the best ever--follow success. I agree that if there were tangibly different factions with cool magical differences it would serve the same purpose
I've read many of the posts here about races not being included in the original release. I watched Frogboy play MoM (arguably the best game ever). I read the post about Sid Meier's 10 rules. These two strike me as relevant in regards the race issue: 5. Make sure the player is having fun, not the designer/computer. If you read this site carefully, a lot of gamers want some races included in the in
Sadly I had the same experience on three older computers. So I borrowed a new HP Elitebook and it worked. To get the older computers to work, I tried updating all device drivers and read a lot of the posts; this made minor symptom changes, but net is that older equipment just didn't work enough to actually see the sovereign on the cloth map for more than 1/2 second. Note these older computers do function with DX9 and have more than minimums listed for RAM. The video
I considered the replies here carefully and have been watching the beta. I'm trying to simplify the issue why I find value in multiple races; haven't been able to find lots of posts championing multiple races, so though this thread is old, I'll add two reasons: 1) Faction background/technology trees 2) Role-playing feel 1) Arriving at distinct descriptions for the Factions seem to be challenging in the beta. I suggest it could be because they are a
[Appears to be duplicate of crash report by szaki2] Steps: Click Play Says Creating World Cloth map appears for split second then CTD debug.err at http://pastebin.com/m511befaa dxdiag at http://pastebin.com/m3a15c5e6 p.s. Thanks for this ga
Agreed. MoM is awesome because it is varied every game. So many elements make it that way: 1. You couldn't go into a battle even with a powerful set of units and know you would win. The distant magician's ability to affect the battle, in late stages significantly, made every combat interesting. 2. Every game you could get a wide variety of units with advantages/disadvantages by taking over enough cities. So you could experiment with races without locking yourself into one.&nbs