Seems cool, especially considering the possibility of a "First Strike" ability which basically does what the old system did. I'd prefer First Strike to be an ability that only heroes can learn.
Tasunke
I'd prefer marrying my royalty off to Peasant Girls and Farmers ...
Almost every mod mod changes Pyre Zombies in some fashion. Usually it has the Blast ONLY affect the dude they were specifically fighting, and give PZ's extra bonuses to compensate. But yea, PZs and Life 2 are the last two Vestiges of the old system (Light and Fire) in base FFH. (Fire was one of my favorite versions actually) ... especially the last patch of Fire, magnifique They work in the current Ice ... but in an expanded system sometim
I kind of wish tactical battle (terrain) had more variation than: this is a tree this is a hill this is flat-land ... but instead had either various hill types (for various heights) and various tree types (for various plant thickness) ... OR ... have Elevation scores (z scores) etc ... just from the lowest point in the battlefield. So This is a mound 5 feet off the ground, or this is a mound 10 feet off the ground, or this
Heh ... I kind of (almost) think that Champions in Elemental should rip from FFH and slowly gain Experience points until they reach level 10 ;) (fighting battles helps speed this along of course) And meanwhile, if ALL sovereigns started off at level 5 (you build them at level 1 and "level" them in the Leader build screen for 4 lvl upgrades) ... and then they quickly gain exp till level 10 ... and slowly gain exp till level 15.
Seriously though ... everyone (in the game) is too bland for their looks to even matter :/ I'd be interested to see how they handle Hero differentiation in 1.1
[quote who="RikazeMA" reply="30" id="2814895"] Seriously guys... Do you wanna be Commodus? Or worse, Joaquin Phoenix? I think not.[/quote] [e digicons]:beer:[/e] [e digicons]:grin:[/e] [e digicons]:beer:[/e] [e digicons]:')[/e]
And now its official. "so it starts"- lion king game for SNES So, if I'm getting this right ... 1.1 will have been primarily under Brad's design direction?
Yep ... Necromancy for Hallow's Eve.
Allow Royals to marry Champions. Add a functional Dynasty System. The end. As a possible added effect ... penalty for losing your Sovereign (and switching to a successor) could be losing a few of your best spells (having to re-research them) ... or a couple spells from each tier ... combined with a temporary loss of prestige in all cities. However, if the Sovereign died naturally, (aka not in Combat) such penalties would not occur.
Maybe the campaign can play more like Warbands? [e digicons]:seal:[/e] anyways, all I want for 1.1 is a nice strong game that stands on its own.
I kind of did like the awesomeness of Salrog (The Dragon). Sure his stats weren't that great, but his spell was amazing. while he may have been the only way to kill the early-drake Snathi ... at least wielding that level of power (even if a new rendition isn't until late-late game) was really fun. ;) Also, I kind of liked that you could (in some way) determine where your new citizens were "born."
Seriously? No gameplay suggestions are allowed? no comment.
Well, Humans and Fallen are all approximately the same species ... just various races or breeds. If I were to ever make a mod ... I'd have multiple species, and each specie would be divided into several "races" or "clans"
[quote who="Thormodr" reply="47" id="2804271"]Personally, I'd prefer to wait for the engine to be modified to accommodate the Calvary upgrades. I think it's the wisest course of action, even if the patch is delayed for awhile. [/quote] Yep ... I feel like you should approach redesigning the engine in several parts ... each adding a new set of functionality. You could compare this to Light, Fire, Shadow, and Ice ... alth
I think the game-play "differences" between races/factions should be the greatest in-between factions. I mean sure, races can have access to X,Y,Z ... or are a bit stronger or magic resistant ... but the big picture of how they play out might need to be faction faction based. Imho races should only be divided if there is enough phonotypic difference to warrant such a divide. All of the human races imho seem to have only cultural divisions ... hence I d
as far as I can tell, Warhorses could still give extra HP and armor ... (after the engine is made better) ... in lieu of no longer being needed to "unlock" the new abilities. But yea, my vote is for getting it (the way you want it) the first time.
But 1.0 never did come out ... release version was really 0.90 but no-one ever told you ... :p so rly, 1.1 is the true 1.0 ;) (and 1.09 is the true 0.99)
I think he is primarily here (as of 1.1) to keep things focused from an objective outsider's perspective. Even when working on his own mod, he seemed to take things quite objectively. I suppose his main role will be a "unification" of design, structure it within current limitations, push the engine designers to build a better engine ... and essentially set a deadline and stick to it.
see ... thats why a total war game is needed. Its still *kinda* 4x as well ;) (fantasy total war, that is)
Yea ... regardless of how the races look like, its still possible to make them act genuinely different. To continually improve upon the engine and Design implementation* is the only way to do this. I feel that Kael's experience with taking a Design, and implementing it in a way that is both within a project's means and fun ... may prove beneficial. However, ultimately ... until the Engine becomes something that is genuinely
[quote who="Heavenfall" reply="142" id="2799995"]I guess that explains why there's about one total war remake released every week.[/quote] um what? Link me to all these fabulous games you seem to be aware of. ^_^ I think I'll add "make my own video game" to my bucket list ;)
[quote who="Carewolf" reply="133" id="2797442"]I only played FfH2 after playing the first released version of Elemental, without having tried 1.0.9, I would say FfH2 is a better Elemental than Elemental is. A lot of the game is cliché, but not too cliché, and what is much more important: It is fun. For instance. I never understood why Elemental included quests, they seems tacked on and odd, but playing FfH2 where goody huts are random and questlike in nature, it sudde
Is there a goal to ever go Tile-less? As in Maps "similar" to King Arthur, Total War, etc where there is an actual slope gradient to all elevations, various impassable terrains, various Forested/ hide-able terrains, and the possibility for City walls? I rather like turn based ... but I feel we don't need to be limited to tile-based (at least if we're talking about Elemental 2) + the possibility of WeGo
Well ... honestly I'd prefer for Population to Grow Logrithmically in relation to extra food ... and then take that basic equation and input Birth-Rates and Prestige where needed. The Civ system is nice, but its in direct relation to the "population" working tiles on the ground. In elemental, perhaps instead of population working tiles ... population should work "buildings" AKA Frogboy's post (specialist slots per X pop) AND my post above about Homesteads, Commu