larienna

larienna

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

Many years ago I played a game called "Archmage" as a web browser game which was very similar to Master of magic in theme. I like the idea that you could play a game with a web browser since flash games were not very common at that time. The problem with this kind of game design is the fact that players can attack each other but they are not all playing at the same time. So you could get in a situation where you log in in the morning and you are dead. Players target people randomly fo

4 Replies 28,008 Views
Reply to harbers in War of Magic

I started a game to test the update features. The problem in my game is that I am stuck with at least 6 cities surrounding me, built by the same player while I have just built my second city in a narrow space (And I am playing at novice. So try to find how he could but 6 cities while I only had 1). My capital is near a beach, so I thought of expanding from there, but if there are no harbor anymore, I am screwed.

5 Replies 4,899 Views

I like the idea that back water cities can produce full capacity unit for game purpose. It's always a trouble to be force to build you units in the same high tech cities. I like when upgrades would affect your whole empire. Still it might not be very logical. A solution could be to assume that there is supply lines between cities and maybe increase the cost of the units represent that they must be able to ship the required material from the high tech cities.

32 Replies 87,060 Views

Here is an idea I had for the MOM mod: The more you add, the less efficient they are. For example: Your frst workshop gives 3 point, while your second gives 2 while your last gives 1. You can build all 3 if you want, but it consume much more space. (Space was much more limited in the mod design). So it was an opposition between having a more specialised but less optimised city VERSUS having a more generalised but optimised city.

32 Replies 87,060 Views

Speaking of balance and tech, there is one thing that always nagged me about TBS games: large factions have a large advantage at producing tech, leaving small factions lagging far behind. In Civilization terms, I'm thinking tanks and helicopters vs. musketeers. In FE, how does the little guy remain relevant in a game with large superpowers. Are small factions fighting a lost cause because they cannot build as many... libraries as the larger factions? I

153 Replies 607,197 Views

Rapidly, the things I did not like about the War of magic tech system was: A- Some research field has 2 or 3 times more technologies than other fields (ex: warfare vs diplomacy). In my point of view, the amount of tech in each field should be relatively close. B-Warfare simply had too much techs. C-Making magic part of the tech tree prevented to create a dual path to victory: The tech way or the magic way. Now it becomes, tech is essential, magic is optional. Which is

153 Replies 607,197 Views

Q: Are the hardware requirements for Fallen Enchantress going to be the same as War of Magic? A: Fallen Enchantress will use Pixel Shader 3 instead of Pixel Shader 2. I imagine, if you don't have pixel shader 3, the game will simply not run. Can it, at least, run in cloth map? ------------------------------------------------------------------- For the modding, we talked some times ago about scripting language and modding leve

118 Replies 460,352 Views

"Fallen Enchantress will likely feel a lot closer to MOM than War of Magic because MOM was much MUCH more about the tactical decisions -- the importance of special abilities and effective use of specific spells. " This is something I have just realsed with my board game. Since MOM was taking place in the whole world, I designed a game where the abstration level was high enough to manage a whole world. I knew that MOM was about details, so I created clever mechanics to detail som

52 Replies 122,002 Views

In the Original Elemental game, I found that there was too much weapon and nothing special about each of them. In the end, I always ended up equiping my soldiers with maces because they were the most strongest and accessible weapons that could be found. In my point of view, each weapon should have special ability or manuvers that can be used with it to give a personality to each of them. Else it's just min-maxing stats and players will find the 2 or 3 best weapons and stick t

164 Replies 295,551 Views

So from what I understand, the scale of the world the player play in will be reduced to increase the amount of details in the game. That will increase the richness of the game. This is a good decision if you want to make the game feel more like an open RPG which was I think your objective. As for War of Magic, it's true that if you wanted to have everything without abstracting any details, it could be problematic. I wrote a article about this on my website called "Command Win

52 Replies 122,002 Views

It still surprise me today that 25 years ago, It cost me around 70$ to buy my first NES cartridge called "The legend of zelda". I am not sure how much time they spent developping that game and if it could be comparable to other video games today. I know that the cartridge itselt was not expensive. Now today, in a video game, there is much more work to be done than in an original NES game. Or course, the tools and compilers are better, so you can do more stuff in less time

95 Replies 471,046 Views

It does not take millions to make a good game. Some simple designs can easily become addictive and popular. This is currently the case for: Dinner Dash and Plant VS Zombies.

95 Replies 471,046 Views

what? I don't understand this. But, more memory (usually) --> better running of software? The idea is that software does not place every thing in memory, it swap to disk. So the less memory you have, the more it swamp on the disk and the slower is the game. So more memory is usually faster.

76 Replies 253,624 Views

Um, I have to disagree. The entire point of killing someone is to remove them from the game. If they want to sign a surrender treaty were they pay tribute or something thats different. Besides this way would completly ignore the entire Dynasty system. I would like the Dynasty system to actually matter thank you. Killing the sovereign does not necessarily means killing the player out of the game. Some random ideas: If your sovereign get his capital

271 Replies 429,471 Views

"Death of a sovereign will cause the rest of the faction to go over to the faction with the best dynasty connections" Why not make the player the vassal of the conqueror to keep the player in the game.

271 Replies 429,471 Views

"Still, we do appreciate your efforts at doing the most with the 'little' you have to work with. Maybe you could go back to CGA, that would free up a lot of space." VGA graphics with a color palete is simply the best. Think about all the advantage, you can change the color of a sprite in real time, only by changing the color palette. Color palette animation for waterfalls will save an enormous amount of processing power. I wondered why they never m

76 Replies 253,624 Views

I never played battle chess, but I do not really like the idea of chess for elemental game. It's not a bad idea, but it feels cheap. Take another solid game and place in your game. The second reason is that chess is a game of opening, protection and cover. Only the pawns and knights are limited in movement distance, all other pieces have unlimited movement. Again, I don't think that would fit for elemental. But I don't say that a chess like game, with cool units and special abilities

74 Replies 150,104 Views

In order to speed up the game play, you do not necessarily need to move units on individual square to actually make comabt interesting. You could simply have a front, back and reserve row. With maybe even flanks. And then make front unit automatically attack front unit, back unit can attack ennemy front unit and reserve units can replace units on the battlefield. Some abilities would allow to breach though the line. You could use Ogre Battle combat as a source of inspiration too. This

74 Replies 150,104 Views

I think people should make a clear distinction in special abilities. There are Passive abilities: These are abilities that are computed and transparent to the user. For example, My unit makes fire damage and your unit has fire weakness, I make more damage, but I do not have to manually activate the ability. Active abilities: This means that the unit can take a different action than move or attack. This kind of abilities requires a decision from the player. Persona

74 Replies 150,104 Views

Well I already posted a thread where I placed some scan from the Romance of the 3 kingdom XI rule book. You can clearly see the various tactics and weapon ry that can be used in battle. Here is the thread link: https://forums.elementalgame.com/398507 I remember that there was some trouble seeing the pictures and I think there were deleted from the old server. If you want, I can resubmit them again on my new server and

74 Replies 150,104 Views