Is it the dynamic fog of war or the exploration fog of war. In other words, once an area is explored and you have no units in that location to actually see enemy units, will there be a second fog of war that only hides units but still show the terrain?
larienna
Gone are “points” to throw into stats. That is a good thing, boosting stats is almost meaningless to a player. I am also in the RPG camp where your attributes should stay the same for your whole life while the HP/MP and some other stat would increase with levels. But by taking a look more closely at the screenshot. It seems that the available upgrades only increase stats. I thought they were all speci
There is 1 advantage is having city buildings on the world map. You can see what is in the city without the need to enter a city screen. A solution could be to keep the city small. In a mod of mine, I intended to make cities not larger than a 3x3 grid. The icons where already available in the artwork list or WOM but I have to agree that it looks nice on the field. With all the new features similar to MOM, I can't wait to start modding this game.
Buidling 2 temples should give you the benefit of >1 but I must say that the idea to be able to build more than one building per type sounds very interesting. That is an idea I had for the MOM mod. First the number of buildings each city could build was limited. So you could not build everyting. Second, you could only build 1 copies of each building but, each building had various levels. For example in mom you have t
pysoy is just too much because it's a 3d engine video game. I was more looking for something to manage command an information that would be closely tied to a SQL database. This is why I suggested a web based solution because I think it could be easily implemented with a wiki and a MySQL Database. Players could install their game locally pretty easily with EasyPHP. The only thing is if I need to manage multiple real players (not AI), I need a way for each player to send the
I am currently playing Romance of the 3 kingdom 6 and I always found that these kind of games could be easy to program. Most of the game consist in having a data base with lot of information, show a portion of that information to the user with a UI and give the user actions to modify that information. I know that there are some video game engines out there that allows you to easily make old school video games without too much programming. But I was wondering if there wa
About balancing, I think devs are trying to put in some element of city management without making the game too focused on this aspect. That something I would like considering that most players put 80% of their time managing cities/colonies in CIV, MOM, MOO and many other 4X games. But I am not sure it that is the current focus of the designer. I hope so.
MInor factions could be interesting, they could be the equivalent of natives and splinter colony in master of orion 2. You integrate them to your city. Else you could make neutral factions. Like In MOM, you can have neutral cities on their own, not controlled by any player.
About multiple queue, there might be some clarifications to make. There is a difference between Queue and Queue type. I would suggest at most 2 queue type. For example the queue type could be Buildings and Units like in the original WOM. This is pretty simple to manage, building and and units gets queued in their respective category. Then you could allow with upgrades to have multiple queue in the same queue type. In fact there are not really multiple queue, there are multiple
Very big post, replies to replies (By the way, I never found yet how to quote somebody inside a nice gray square). --- Even 2 separate training queues is 2 times more stuff you have to fit into the interface somehow Having multiple queue of the same type is not necessarily a problem on the interface since you are doing the top 2 or 3 or 4 items at once. It's a bit like an FTP softwar
In Fallen Enchantress a city has one production queue. This is something I missed. This is a huge set back. I always found it stupid that you could not train soldiers and build something at the same time. I would have even added buildings which would have added production queue. For example, you build a 2nd barrack, you get 2 training queues. Even in Romances of the 3 kingdoms, you can assign people to develop the land, while assign other pe
Finally, somebody who knows something about game economics You cities automatically allocate enough farmers to feed your population and armies (meaning the more armies you have, the more farmers you need, the less workers you have and the slower your production is) That was a problem in the original MOM, you constantly needed to adjust your workers and your farmers to make sure you have enough food to maintain your army while not was
About the mouse interface Was there any changes made to the command and mouse interface. From what I remember, it was annoying to right click to set destination, and would rather like left click. It was also hard to see the destination marker and you could not see the whole path the unit was going to take. In civ rev and I think age of winders, it was not only interesting to see the path, but there was also a number that indicated how many turns it would take for the unit arrive
Any chance to improve sovereign graphics - right now (in WoM and on these screenshots) they look worse than in good old MoM. This is honestly what bugs me the most about Elemental's graphics... IN fact, 2D artwork is awesome except sometimes for the color tones. 3D artwork is ugly. I mean, when it's a small miniature on the m
Thank you for the information. About this quote Derek is making sure they're implementation can be used a dozen other ways, simply by tweaking that data. One of the things that annoyed me in War of magic is that many XML modification either had no impact on the game or simply crashed the game which gave absolutely no flexibility even if the data could be modified. So if they can at least make the XML flexible, I th
Another detail about officers, Stardocks wanted their game to be more personnel where every person count. I could say that a large portion of R3K's gameplay is actually personnel management and yes, it is hard to find good people. But that kind of personnel management is just much more interesting than managing regular population which are nobodies.
what will happen with the army if your only hero dies in battle? Heroes don't die, they get wounded. Personally, I would not make hero take part of the battle, but rather have them has commanding officer. But if it's easier to just place them in battle, you just make dead heroes actually wounded. Once wounded, They cannot initiate battle but they can still move units on the field. If a unit gets attacked, the hero does not appear in
The screen Shots are nice, and there seems to be improvement ... The only problem I see is that I might need a better computer to run the game. [e digicons]|-)[/e] Color coding the map elements also makes it easier to identify what is on the map.
I have heard that Fallen Enchantress beta will be available soon. I was wondering if some modding features will be accessible, for example scripting. The idea is not to mod anything solid, but rather start training ourselves with the engine before FE gets released to that we can get some basic experience and know the modding possibilities. I imagine the XML structure will be available, so it could be analyzed, but if I remember correctly, with betas, the binary blob is downloaded dire
The idea of hero required to attack is a way to simulate campaign armies. If it was for me, all troops would stay in cities and only get out when it's time to invade. But due to Elemental's current structure where many units can just wander on the board, one thing that could be done to simulate campaing armies is ask for a leader to be there. It's also nice because the unit stack figure is always the hero. One of the advantage is that all roaming units of all players canno
I am currently playing Romance of the 3 Kingdoms 6 and one of the important game play effect in this game is the fact you need officers to do all the work in the game. If you do not have enough officers, you will not be able to expand, because if you expand too large you will be too weak and people will bite you easily. So players expands slowly but surely, which is the opposite in civ like games where players expand exponentially. My suggestion, is that it could be possible to limit
and you have to read through the email and then 4 pages of legalese to find out that Canadians aren't eligible It's even worst in Quebec, many times when there are sweepstakes they say "Everywhere in canada, except Quebec" because they have a different set of laws regarding lottery and it would be too complicated to hire a second layer who knows Quebec laws. ( For those who does not know, a lawyer generally know only the law system o
(i.e. every tile of terrain matters i.e. building near rivers or forests or hills and that kind of thing will matter and there are things like unrest and tax rates and that kind of thing). Thanks. This is the kind of feature that will make Master of Magic Modding possible. Of course, the decision to make Fallen Enchantress effectively a new game (other than art assets) has meant that its date is being pushed out to b
People will not play a multiplayer game that takes 50 hours to play. Especially considering there is only 24 hours in a day. So if you can manage to create a game mode where a game last between 2-3 hours, people will play. It worked well with Civilisation revolution because a game last in average 5 hours in single player. There was even lightning mode that made the game progress faster.
Another idea that I have un-dusted, that could work well as a web game since there is no player to player direct interaction, is that you play a wizard controlling a covenant that lives within a kingdom which tolerates more or less your presence. So in return, you must serve the kingdom and follow more or less their demands. Players would not be able to attack each others, but the kingdoms (controlled by NPC) can wage war against other kingdoms. Players will be able to influence the o