So then I can assume that we will continue to have a vast amount of place-holders and plot-holes until the commencement of Beta-3? Or can we start to analyze balance from a realistic perspective (meaning there has been a Dev-oriented push in the direction of replacing place-holders with game play) some-time during Beta2?
Tasunke
well, at one brief intermediate the game DID have a "basic" spell book that cost no points to buy.
I like both real time and non real-time simultaneous turns. While real-time simultaneous turns is something I am used to, and would probably take up less time, It would be really cool/nifty to try out non-real-time simultaneous turns for a game or two (at least once).
I like your Idea for one victory only ... TIME. For all other victories (Conquest, Master Quest, Magical Victory) ... those could still be completed normally and achieve victory. However ... if somehow none of those victories were reached within the alloted turns, then "personal points" would be calculated for the victor. In this case, I would certainly like for "personal points" to be in one of such categories. In Elemental's case, it would probably be Civ points, War points,
So ... does this mean that if we get Stability (Beta 1) and go onto Beta 2 .... does that mean we can actually start adding Game Mechanics? And Balancing them? Does that mean I can finally see a fully fleshed out Tech Tree with all the features in rough draft ... ready to pick apart and analyze for balancing concerns? If so, then Yippie! If not, then i am confused. So what I am asking is ... in Beta 2 will the objects within the game stop being "placeholders" and start to be decent at
Hehe, I'd rather late October. Or even early November. Thanksgiving Break anyone? hehehe
I would hope that mounts are their own entity, have their own HP and Defense (and potentially attack). However, I would not have the defense of Mount and Soldier stack, I would instead have incoming attacks target one or the other (usually the rider) ... I am not certain how killing the mount would effect the rider (perhaps falls off and is stunned for a round w/o a mount?). However if the rider was killed, the mount could either run off, or (in the case of elephants) go bezerk and start to s
Its my understanding that C++ effects the more integral game mechanics ... the sorts of things that are "hard coded" or hard to change. However, it seems to me that quests, and most objectified assets are either XML or Python ... at least if you want it to be at-tall modular. If, instead, you mod with C++ even the small details (if such is possible) it is my understanding that it will function as an entirely different game, and thus largely incompatible with any code other modders wil
only adjacently pertinent to the OP, however nonetheless important for quests in general... I think it would be nice if, Quest Caverns and Quest Dungeons, expanded into a larger "map" when you walked upon them (with the intent to complete the quest) ... now, at this point in time, you could either "leave" the tile from the entrance, or you could continue onwards and complete the quest.
Among the mounts I would like to see in the game ... Definitely Horses, Wargs, and Elephants ... Hopefully Rhinos, Armadillos, Griffons, and Eagles ... and Flying Insects + Wyverns + Drakes would be really really cool, yet unlikely (still hope they are in, at least for fallen).
[quote who="Eternal_Inferno" reply="19" id="2598940"]This video was posted up on teamliquid.net a few weeks ago. One of the guys there paused the video where she shows the beta key, flipped the image upside down so he could read it, and is now using the key to play. Just goes to show you, one man's loss is another man's gain.[/quote] ... wow
Okay ... Frogboy? I rofl'd when I read the "next month" part. Anyways, I absolutely can't wait for the beta 3 :)
Does anyone else see the title and think: Elemental: State of the Union or is it just me?
Perhaps some 8-bit homage at the beginning, and then break into the graphics (during the intro) although I think I have already said this ...
Penalties and Bonuses that give the same effect (in reverse) in the same amount, should cost equal points. That being said, this is a balancing thread to a beta that has been declared nearly all "placeholder." While Death Worshiping, Arcane Lore, Scholarly, and a few others seem like cool Racial choices, a few seem rather simplistic or even facetious.
Aye Wintersong, of course better. What I had intended, was that upon the creation of a Unit you can choose a new custom paint-job. It was my intent that each unit w/ equipment initially start out as "default colors" for the materials, and then as you are designing the unit, you can select the paint. Armor and Equipment would automatically revert to default coloration each time you decide to build a "new" unit ... For units that you have already decided on the Paint (lets say y
Is it my correct understanding that such things like: Map Editor, Character Editor, Item Editor, Building Editor, Conversation Editor ... is all possible without any skills at modeling OR manual XML modding? (It would seem probable that a creature editor would need modeling and animation skill-sets) One thing that SEEMS to be the case (correct me if I am wrong), is that finding the correct animations for a certain set of Models/Art assets can be some-what of a hassle. Is it po
I would definitely love to have a Lord of the Rings dynamic WITHOUT the annoying all-or-nothing, time-clockish, ring. That being said, I wouldn't mind a ring as a useful Item that beefs up a Champion. In fact, personally I think ANYONE could do the Ring-Forging ... however there would be no way to simulate the Ring-Creator actually "giving" other players the rings ... since everyone knows the punchline. So instead, have the ring-forging being a certain place along the
@ Satrhan ... I like this idea, of having roughly the pop-requirements you have stated, or at least sharing a similar relationship between city sizes. In addition perhaps giving a bit more "building space" for size 4 and size 5 cities. Then, perhaps shrink the size of each building to 1/4 their current size (well from 1Z1 anyways), and reducing "building tiles" to that size as well, making cities relatively smaller than their surroundings. Its aesthetics(perhaps) but meh. Addi
I would like to have the ability to paint my units Armor. Yes, including leather armor, scale mail, and Iron Plate. Forgetting, for the moment, the practicality of such a thing, it could add to the uniqueness of the units, as well as working together with the Name and the Items/Weapons to create customized and stylized ... perhaps recognizable or distinguishable units. Namely, the ability to have black, green, brown, or blue leather, and Red plate-armor. (or Blue plate, or Gre
I would love to have some sort of Miniature Painter/ Army Painter/ Item Painter. Maybe I want my Iron-clad troops to be Painted in red for the 'Blood of the Emperor!' equally, painting my leather-clad stealth troops in Mottled Green Camo and calling them "Commandos" or painting them in black and calling them "Ninja". Firstly, the items and equipment to give them stealth-powers (perhaps reinforced by the leather armor and fur boots) is a cool game feature
[quote quoting="post"] The key tools are included with Elemental. The ability to make a map/level and then load it from your mod and load additional maps/levels in your mod and go back makes it relatively easy for someone to make “dungeons” or have cities be a simple icon that when they go into expands into a full blown city. [/quote] This gives me great hope for a Warhammer 40K mod. Your army icon moves onto the city icon, and
Shifter class would be cool. You can transform into any creature you have killed? There was a really cool Dragon Age mod that allowed for actually COOL shapeshifters. AKA, you could use a demon form after killing X demons, you could use a Dragon form after killing X dragons, ect.
Well, the natural thought is, if MOST things produce more in a level 5 city, however RESOURCE gatherers produce equivalent amounts in ANY size city (Food, Materials, Ore) ... then its less efficient BY SPACE to have a level 5 city that is also a self-sufficient resource gatherer. Essentially, you would be able to "get the most" out of a level 5 city if it was largely empty space (thus non self sufficient). Additionally, lets assume that size 5 is at 1000 or so (even 2000-5000)
She looks scary. Maybe the daughter of either Two-Face or Joker?