But how are teleporters going to be implemented? Are they going to be placed randomly (peppered around) by the random map generator or built in cities? In the first case the risk of playability and map quality is immense and while the AI would probably be better at finding the shortest path to go wherever; for players the map would just be a confused mess where the true distances between places become impossible to decipher. In the second case (teleporters buildable by players, and th
Black-Knight
[quote who="Tormy-" reply="68" id="2393349"] Quoting LDiCesare, reply 65Duly noted that sovereign death = game over is not negotiable. But will it be moddable? Like I've said, I doubt it. It looks like a hardcoded gameplay element. Hopefully I am wrong. *edit* Even if it's not hardcoded I am not sure that how could we mod it properly? Which modder could create a new Sovereign system basically? Eh...it sounds way too hardcore to me..
Actually the real problem with teleportation isn't that the AI can't use it, but rather the other way around: maps become an intricated and confused set of locations where the actual distance between places is something that can't really be examined by a player when he tries to make his strategy. And I am not going to like a strategy game where I can't make strategies!!!
[quote]Honestly...and I didn't think I'd say this, but now that I think about it more, I like it. It brings a lot of strategy into the game. I'd like to be able to make my Sovereign into a Super Powerful, Unstoppable, Magical, Killing machine. If Sovereign Death = Game Over then it would be best to get your Sovereign up to the highest level you can. The tougher he is the less likely chance he'll have to die.[/quote] I believe you guys should try playing the first Age of Wonders with t
[quote]A dice roll to determine the outcome of a battle? Fine. A dice roll to determine the outcome of the game? Not good.[/quote] Absolutely! If killing the enemy sovreign is the goal of the game, fine. The game will become a massive sovreign hunt like Age of Wonders I and eventually they will either have to add a no sovreign option or make something up like in the AOW sequel, where a dead sovreign can respawn if he spent enough money
What about them being optional? They sure change a lot in a map and if they are peppered around by the random map generator they can definitely change the geography of world. (God I am getting soft here...! Because what I really mean is that games get dumb to the point of being almost unplayable with teleporters...) a random map generator and teleporters: a dangerous mix when you descover on turn 100 than the other half of the map, the one you are just uncovering is a complete
Building Teleporters Option OFF in Cities!! Guys this was a MAJOR, HUGE, CRITICAL deal when Age of Wonders II was made!! Lots of people agreed that teleporters SPOIL strategy games (ever seen a wargame or even read a fantasy book where armies pop out of nowhere??? HELL NO!!), unfortunately after that argument was fought and won 7 years ago, seems to me that the "sleeping evil" is about to be awaken again! FEAR NOT! For the BLACK KNIGHT once again calls for a crusade against teleporter
[quote quoting="post"] 4. Mage towers can act as a magic doorway. If multiple Mage Towers are built the channeler may travel at will through a portal from one tower to another. The Sovereign may also transport troops from one side of his empire to another using the towers. [/quote] EEEEEEEEEKKKKKK!!!! NOT AGAIN!!! No please for months and months we had this teleport issue in the Age of Wonders forum before its release!!! Please NO NO
[quote who="red1939" reply="26" id="2388134"]I am not familiar with PBEM, but from what you have written it's: Multi-player system Ability to play when you have time (no time restrictions) Ability to save the game and restore it whenever you like Combat is resolved automatically (no tactics) Please enlighten me: why isn't it better than a saved multi-player game? You can set some reasonably long time for player to make his turn (of make the turns par
Yes I mentioned my worries for abrupt ending if a sovreign dies, but I also agree that having the sovreign in the game is a rather cool thing. In fact the best and most original solution ever, came (again) in Age of Wonders Shadow Magic, where the player's avatar is a wizard who gains no experience by fighting and has all advantages by staying hidden in his tower (quite realistically!!). Also if the wizard has built other (expensive) towers we would respawn in one of them as long as he still
[quote who="adamsolo" reply="22" id="2389625"] Quoting Will the Great, reply 21Sword of the Stars came pretty close, IMO, to MOO2. I regard it as something of a spiritual successor. In my opinion Sword of the Stars may be closer to the MOO1 original than MOO2 (some degree of dynamic research, no deep colony management besides moving around some sliders). GalCiv2 is perhaps much closer to MOO2 due to detailed colony building however you don't have tactical combat in GalCiv2 nor indiv
Actually that depends on the map. In a realistic map going from one city to another would take some traveling, therefore a good map IMO is one without too many cities.... And yet most map makers in AOW insisted in crowding the map with cities, and you where able to go from one city to another in less than one turn. Of course when you have 250+ cities to deal with, the game ends up being quite annoying.
[quote who="Seboss" reply="21" id="2386212"] Quoting SnallTrippin, reply 19Let's play Lords of Midnight!! I'd play that anytime. The Lords of Midnight map will be the first thing I'll mod in Elemental [/quote] HAHAHA Last year I found in my parent's home my old Commodore 64, and I took a look at my old Lords of Midnights... what a deception! Some things should just stay parked in memory lane! At the time it was great though it really was! I remember as a kid I made the whole
[quote who="goodgimp" reply="5" id="2385649"] The problems you describe were present only in competitive multiplayer. As stated by Brad previously, Elemental has a multiplayer component but it is being designed from a single player viewpoint.[/quote] Either you mean that the AI won't be smart enough to act like a player and go into a "sovreign hunt", or that you as a player can reload and replay the turn when the leader accidentally dies... in both cases there is some
[quote who="ChongLi" reply="14" id="2385586"] In MoM the auto-resolve for combat simply couldn't take into account the complexity of the tactical battles. There were situations where you had no chance of losing the fight tactically (due to certain abilities like flight, invisibility, magic immunity, missile immunity etc.) and yet the auto-resolver allowed you to lose it anyway. Likewise, there were situations where you had no chance of winning and yet the auto-resolver gave you a w
In Age of Wonders I the "sovreign" was a unit in the game and when he died the game was lost. Then they realized that the whole game became just a "sovreign hunt" and added the "no sovreign" option in the game. That way the game was playable again. In the sequels of AOW, the sovreign became an immortal wizard who could respawn after death as long as he had an extra tower to go to. A much better option, but still some players like to create maps where the sovreign is unreachable, to si
[quote who="ChongLi" reply="10" id="2385394"]The entire appeal of a multiplayer MoM-type game is the tactical combat against another human being. Auto-resolve pretty much ruins it for me. I'd rather have the PBEM feature some sort of system to defer all of the battles of the turn until a time when both players are online so that they can play all the battles at once.[/quote] Did you try Age of Wonders Shadow Magic by email? You should (it's still a very moder
[quote who="ChongLi" reply="2" id="2384917"]How is PBEM going t-o work with tactical combat?[/quote] As arunodayt already explained tactical combat vs humans is auto resolved, which is unfortunate but doesn't suck that much considering all the advantages of playing humans in a large scale universe. Also since all fights against the Artificial Intelligence are tactical one has plenty of time to develop his\her army before actually engaging humans. The best games I played with the PBEM
[quote who="drrob" reply="4" id="2385123"]Without knowing what PBEM stands for, i'll assume it means "Cowbell." I agree, EWoM needs cowbell. And once it has cowbell, it needs more cowbell. //allways define your acronym at least one for the uninformed.[/quote] Not being lucky enough to get SNL (S-a-t-u-r-d-a-y N-i-g-h-t L-i-v-e) in the country where I dwell, I wasn't familiar with the term "cowbell" - Had to Google it (you
Hi friends, this is my first post. I have been curious about the development of this game since I read a loooong time ago that Stardock was planning a sort of MOM sequel. I have also been a Age of Wonders fan for a very long time an I had a certain influence in their forum while they were developing Shadow Magic (something Triumph has in common with Stardock apparently if the enthusiastic participation of the developers\staff in their forums). My question is very simple but co