larienna

larienna

Joined Member # 3860812
109 Posts 337 Replies 21,072 Reputation

The concept of trust is more how much loyal you are to diplomatic relation. If you only use relations, you could have a situation where player A backstab everybody except player B and that player B consider that player A is very thrustwothy which is not the case since he has been betraying eevrybody else since the beginning. The idea of trust is more for long term diplomatic decisions. I'm basically opposed to anything that forces me to run my nati

30 Replies 17,536 Views

What is fame? I see the concept of fame as some sort of respect or influence. I also see this that people should be attracted by famous people. Player would become more important if he deal with afamous players. Think about it, if your were a small forgotten country, you would get much more prestige and attention if you made a deal with the the US instead of Tanzany. I am not sure, but fame could possibly not only mean you are good. You could be evil and

30 Replies 17,536 Views

I made a side thread about diplomacy https://forums.elementalgame.com/382566 It develop the idea that one of the way to limit abuse would be to make the game rules enforce diplomacy rather than making it enforced by the will of the players.

77 Replies 251,835 Views

This thread is some sort of side thread from the following thread: https://forums.elementalgame.com/381602/page/1/#replies In that thread, people listed various problems that most 4x strategy games have in diplomacy. Its suggestion is to give diplomacy a finite resource to limit abuses. But I am going to suggest another one. In board game design, one of the "problem" we can have is the easy change of diplomatic relations. For example, let say that from the beginning of

30 Replies 17,536 Views

To prevent the bug that once you trade a tech with the AI, all other AI has it, you can make sure that in diplomacy, nothing gets trade. You only make treaties that will power up both sides. So that you cannot just make a deal and say good bye. You need to maintain relations for a longer time before getting benifits. -------------------------------------------- I like simplified diplomatic system. One idea I had by combining MOM and romance of the 3 kingdom can be done only by

77 Replies 251,835 Views

I have never seen a fantasy film I particularly liked, with the possible exception of Excalibur. I found Peter Jackson's LotR films to be the biggest dissapointment of the respective years of release. I'd suggest reading books. The only think I don't like in LOTR is the lack of spell effects. I never read the book, some said that there is a lot of magic in the book while some others say that there is not. I was waiting for a movie with good spells

35 Replies 96,590 Views

Here is a solution: You get to chose in the middle of the research process which tech you want and You can select multiple technologies in the list. doing so will increase the amount of time it will take before researching both technologies. In that case, you never miss a technology. But if you want to develop powerful technology fast, you better only chose 1 tech every time. Maybe there should be a limit of 2 or 3 technologies that can be selected ever

15 Replies 7,727 Views

Well, sending envoi makes me think about romance of the 3 kingdom where managing personnel was actually something that you needed to do. Still I don't want that level of detail in elemental. Diplomatic points would be awesome. For example, compare it with command points in master of orion 2. Command points is an abstraction of all the installations and communication capabilities of the player. Diplomatic points could be the same things. Points could not only be used to initiat

77 Replies 251,835 Views

Other suggestion I think thay are not listed. They fit with the theme but there are not necessarily block busters. Red Sonya conan: the destroyer (2nd movie, more magic) Merlin baron of maunchaussen time bandits Dragon Heart 1 & 2 Dungeon Siege Dungeons and dragon, 1st and 2nd movie (the 2nd is less bad) other ideas will eventually come in. Hope it helps

35 Replies 96,590 Views

Adaptive AI should be the best. The AI should record all his decisions and his results. As you play the game, he will use this information to make the decision. Ex: I have been doing this 3 times and I failled 3 times, let's try something else to see it my decision make it failed.

106 Replies 871,943 Views

An idea I had once for a MOM AI which was use use an tree of smaller AI where some higher level AI gives orders to lower level AI. For example: A wizard is having bad negitiation with another player decides that we should focus on war. The order pass to the Ai below which could be for example city management that will now change the buildings for military ones and produce more units. The only think you have to watch is to make sure the AI has a memory. When it t

106 Replies 871,943 Views

From my experience when I was playin orion and MOM, I think people whant to design race that are going to be powerful combinations. For example: In orion: Subteranean + lithovore is very abusive In MOM: Node mastery with nature mastery can quadruple mana received by nature node. So players will always want to abuse the system and make the most powerful faction possible or make the faction that fit's best for their way of playing. The players never think on how th

207 Replies 510,850 Views

I also want to note that the population level is very low. I don't think 1 population should represent 1 people but rather 1 hundred or 1 thousand people. When I was playing Ramannce of the 3 kingdoms which took place in ancient china, a small province could have a few 80 000 people while a large one could have 200 000 people. If your map represents the whole world, and not a portion of a world, and if you want to make an epic game you really need more population.

73 Replies 133,673 Views

I am not very enthusiast to have an 8 bit only intro. If it start as 8 bit (MOM like game) and then evolves as something better, it might not be so bad. it reminds me of the bionic commando preview that shows the old nes game, then the 2D game remake and then the 3d game. 4 bit graphics is just too much. 8 bit like in the original MOM should be acceptable. Another idea: You could also have a series of contrast like for ex: You show a walking 8 bit archer that s

22 Replies 10,849 Views

Things I would like to see for modding Zero Coding : If mods could be made by simply changing values, that would be great. I understand that this is much more limited than coding, but It could be interesting if you could do many things by only changing values. For example, beign able to create new spells without extra coding would be awesome. Interface for XML File : I remember making a small mod for CIV 3 and an interesting things was the small

60 Replies 229,290 Views

Why should we change it? If it's not broke don't fix it. After all you wanna be memorable what better way to stand out then to use old ANSI gfx for an intro on a modern game. I don't have the beta, did not know there was an actual intro. But the way people peaks about it, it should be temporary. Still, even if 8 bit, it has to be simillar one of the style explained above. Start w

22 Replies 10,849 Views

Now that people discussed in the journal what were their favorite intro, what should be the type of intro that would fit best for elemental. Here is an attempt to make a list of intro types: 1- Everyday story where something spectacular happens: Ex: Master of orion 2, starcraft. Pros: Leave the players in suspense. Could build up the player before playing. Cons: Does not show anything about the game. 2- Expose the background story:

22 Replies 10,849 Views

One simple mod I might do is reconfigure how the spell are classified in each sphere of magic. I would allow various kind of configuration possible that players would choose before each game. There will probably not be new spell, only the same spells reclassified. Still there might be some spells removed if it really does not fit in a category. Here are my ideas of classification model: Chinese elements: Water, Fire, Air, Wood, Metal Japanese Elements: Water, Fire, Air, Earth,

3 Replies 3,106 Views

I really like the command and conquer red alert intro, not the part with hitler, but the one where you have the music, the title screen and some movies. I don't know why, but I like the combination of visual and music in this intro. here is the link http://www.youtube.com/watch?v=_R6xCWcf_VU skip the first 2.25 minutes, It's the part with hitler that I really don't like. As for the intro indicated above, I like ultima IV intr

81 Replies 157,221 Views

I don't mind clothing characters as long as I don't have to pay extra money to do so like in "the Sims" and "Neopets" where you must pay to get extra clothes. Try to make models more versatile, like beign able to place diferent colors and texture on the same shape. You could design textures and shape serately to that people can make mix and match afterward instead of prefixing which shape has which color.

53 Replies 226,309 Views

Make the game based on asian fantasy and not western one Yes, but do you want a strictly asian fantasy game? The answer is no, you want to give access to everything. NOw it a civ game, it works well because everybody is human, in a fantasy game, there are multiple races. So if you want asians and africans, you would need to have various cultures for each of the races, which simply multiply the amount of races you get in the game. I prefer to only k

25 Replies 16,149 Views

it is really hard to give a goof thematic reason why you would get asian people in a fantasy game. Still, it could probably be achieved without adding asian race and culture. You could have almond eyes facial traits, like elves, for example. To make ninja's, you only need a black suit some hood and some cool weapons which is probably doable with the current unit system so far.

25 Replies 16,149 Views

In the video game industry, most games are built upon investment and budget. Money indirectly means time, and the designer must finish his game in that amount of time. Which most of the time mean sacrificing or rushing features to release the game without running out of money. Il also makes it hard to change direction in the design if the current design is bad. If at Stardocks, you do not have this sort of restriction or pressure, then good for you. Take all the time you need. S

85 Replies 210,952 Views

In my view, the above should have taken place in about 50 turns. Well it depends on the size of your world. How many cities in average each player should be able to build before needing to capture ennemy cities? If it's around 3 to 4, then it would have taken 50 turns to reach the full size of your empire, not so bad. If it's 6 to 9, then it might be too long. I am designing a similar board game and I change the size of the land according t

141 Replies 249,544 Views

100 turns? That is way too much for what you did. I say you should be able to do the above in at most 25 turns (10-15 turns would be the best). Try to make sure each turn is meaningful. Remember that in multiplayer, people has to wait for other players. If there are too much turns, it will indirectly slowdown the game.

141 Replies 249,544 Views