larienna

larienna

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

In Pacific theater of operation II, they used a system which worked fine because the difference between tech levels of each opponent was very low (since it stayed in a WWII setting). The way it worked is that you have different fields (ex: aviation, electronics, industry etc). Every month, you spend money in each field. Each field has a rating, if you spend enough money in each field, your rating will raise. If your don't spend enough money, your rating will drop. When

96 Replies 257,715 Views

I remember in one of my firat AD&D game where we were 2 players at the head of a small kingdom. I arrived later in the game, but the first player, before beign a king, had made some friends along the way which eventually became their vassal. One day, we were dicussing who was in charge of what. For example, I was a Ninja and there was an NPC thief, so we were in charge of intelligence. Another ship captain was assigned as admiral of the navy, etc. It was just fun to place people you have

6 Replies 11,099 Views

If I understand correctly, if I preorder the game, I would now have access to the beta download via Impulse. It's just that the pro-order page still say that the beta is not available, so I just wanted to check.

51 Replies 95,202 Views

By recheacking my thread title, it might better be called, "centralised production". The first time I played civilisation, I found it very weird that everything was organised by cities. At that time, I remember saying that in an area, there could be way more cities available. It became even more illogical when playing on a real world map which for example, allowed you to place at most 2 cities in england. So my suggestion is another way of doing things that could bring other p

5 Replies 4,536 Views

Zone of control is essential, I remember in MOM that there was always units passing around me. It was also difficult to protect areas. I even suggest that cities has zone of controls and that they can be more than 1 point size if the city grow.

8 Replies 7,362 Views

So what you are suggesting is instead of giving the unit bonus, you let the unit ignore malus. That is not bad.

7 Replies 41,623 Views

In my board game design of MOM, I had the concept of capitals. Since board games cannot hold as many information on the board, I could not for example place special buidligns in individual cities. So the only thing cities can be is either level 1 or level 2. But then I came with the concept that some cities, expecting a maximum of 3-5 per players, could have more detailed information and be unique which could be represented by a stack of card off board. These cities would hold special

12 Replies 9,920 Views

Please, no real time. I have problems playing starcraft at the lowest speed. My hands are shaking after every game I play. COntinuous turn based battle was an idea I also intedended to use. It was for a space war fare game. First each player selected their formations and decided a movement pattern they were going to use ( they did not move individual ships). Then they would have decided how many fighters stayed on defense and how many on offense and select the primary targets

22 Replies 21,358 Views

I am a great fan of video game music since the only stuff I listen to is instrumental music. Personnally, I prefer old video game music because there is a medoly compared to new video game music and looks more like ambient sound music. I was wondering if you had any plan on how the music is going to be done. Last time, I played the "Fall from heaven" civ IV mod and I found that damn the music is so good, it's not possible they made a soundtrack only for a mod. I finally realis

6 Replies 3,751 Views

How player elimination should work? As a board game designer, we generally want to remove the idea of player elimination because that generally mean casting out a player that will watch television or go home for the rest of the game. I think in a video game, that could be still applied especially in a multiplayer games where you might want everybody to stay in the game until the end. So here is a few suggestion to remove player elimination. Exile : Romance of t

1 Replies 4,597 Views

If an army is structured by units and not by number of soldiers, I would say that all units get back to their full strength at the end of a battle. If like in Civ IV there are very few units on the board compared to MOM where there are more units, I would say that damage stay there and units should be able to heal themselve. Else you could end up with a unit impossible to kill. Still, in civ IV you can wait more than 10 turns before a unit get's healed. I would say 2 or 3 turns accord

32 Replies 132,562 Views

Note: I have not played the demo yet. Micromanagement can be interesting and fun if in my point of view if it is not overwhelming. So this thread gives some suggestions regarding micromanagement. Multiplication of the stuff to manage : Most 4x games seem to put micro management on the cities, the problem is that's the element I would not allow any micromanaging because the amount of cities to manage increase with time making it harder and harder to manage. I re

5 Replies 5,670 Views

I know there is a lot of replies, wondering if mine is going to be read. I decided to post here because I think it is the best place to talk about it. Here is the various factors you should consider: Tactical VS non-tactical battles : Tactical battles has the desadvantage of being long, creates downtime in multiplayer and makes AI harder to devellop. But it makes combat more interesting and allows some micromanaging during the battle. First, I think the game should off

208 Replies 742,949 Views

During this discussion, remember that larienna is a person not participating in the beta. (Evidenced by the fact that she says "from what I have heard") You are absolutely right, I have not touched the beta yet since it is not accessible. I would be glad to preorder when it's available (but after december 1st) I am trying to create various threads in order to give design idea for Elemental because I tried myself to make a board game out of ma

15 Replies 9,621 Views

I tried playing many other video games which attempted to replace Master or orion/magic and they all seemed to have failed. I tried Age of wonders, heroes of might and magic, and galactic civilisation and they all seem to have missed their target. After analysing master of magic/orion's game design I have realised that what makes this game unique and addictive is the fact that the spells and technologies are very powerful. For example, galactic civilization you devellop tons of techno

15 Replies 9,621 Views

Note: This is some idea feedback that was inspired by reading the journal of the game. I currently never played the beta yet. This thread talks about unit design and production. Most of these thought are based according to what I have seen in the journal picture and my game experience with master of magic. One of the problem I had with master of magic is that creating and army takes a huge amount of time making it very hard to react to a declaration of war. I remember placing

1 Replies 2,994 Views

Magical VS Physical DMG type is a YES But Ice, Fire, lit, wind, poison, holy, death, etc is a NO. Still, I don't know if you have some sort of rock paper relationship in your magic. But if you want to support an RPS relation with no damage type, the way you can do it is for example make a spell that protect yourself or nullify another type of magic. For example: Spell A (Water): Ice Shell: add 2 magical defence point to unit. Spell B (Fire): Fire Blast:

151 Replies 78,271 Views

I was wondering if the game could adjust to various screen resolution. I am currently using a Mini HP as my main computer and it has an 1024x576 resolution which is smaller than a normal screen. I currently run Civ IV with "shift window". It lags a bit and the only bug so far is when you move the mouse over a tile for information, the information shown is the wrong tile. So I was wondering if your game would ge the option for small screen resolution support and if it would be

1 Replies 447 Views

Note: This is some idea feedback that was inspired by reading the journal of the game. I currently never played the beta yet. In my point of view, there should be no dependencies to special ressources. I hate it in CIV IV when there is half of the unit types I cannot build because I don't have horses. Which mean that special ressources should give bonus. On the other hand you want players to be somewhat dependant on these ressources so that they are worth trading and mak

2 Replies 4,265 Views

Hi everybody. I am a great fan of master of magic and orion and I have heard about this project some times ago. Since I think MOM is my favorite game ever, I thought that I should join this forum to help the project advance in the right direction. I design board games as a hobby, and since I am a great fan of MOM/MOO, I have in my project list 2 games which are remake attempts of MOM and MOO as board games. It was really a hard job to do, and it's not finished yet, because board games

2 Replies 2,955 Views