[quote who="NTJedi" reply="99" id="2913019"] Quoting Frogboy, reply 39 It's not hard to come up with great game ideas. The challenge is scope. With finite resources you can only do so many things. [/quote] Amazing what old school games could do back then with even more limited resources.....
luketan
Can someone ask about the magic system and essence?
Galciv 2 is a spreadsheet? They haven't played EWOM yet :P . Thank god the expansion seems to be moving away from that.
I assume the initiative based system would determine the order in which a unit reacts. But i would expect the number of actions you can/ how far you can move to be independent of this? So a heavily armoured calavary unit might be slow but can move several tiles from one end of the battle field to another. One question, any changes to the magic system in 1.4?
Looks like it is back.
[quote] Fallen Enchantress offers 5 random traits for the unit to pick from when they level up and the player gets to choose one. The traits offered may depend on the traits the unit already has, for example champions that produce gildar may get traits that allow them to improve that ability. Champions will have the ability to improve their spell casting proficiency by traits (access to spells isn’t limited to intelligence in Fallen Enchantress) , to imp
[quote who="Magog_AoW" reply="71" id="2907606"] Quoting Sethai, reply 68 have slightly overpowered traits if you like, but surely there are better ways of limitting their ubiquity than randomisation? no other game does this. In AoW:SM you had three random level up traits to chose from. But they were random based on the heros class, so the traits you didn't chose for level 2 could pop up again for level 3 and so on. I agree with Derek here, a limited amount of l
[quote who="kenata" reply="90" id="2908599"] So instead of making a skill system that player are planning out and have long term goals. We have a skill system that makes the moment of levelup as fun as possible. Then it can be forgotten as the player gets back to the main game (which isn't about leveling character X, unlike a RPG). Derek, your point here is completely understandable. Leveling character should definitely not be the main focus of any 4x game, and should pr
Actually the poll on what needs to improve, magic/spells was ranked first. For what's it worth, i think they know, it's just hardest to do. They are making the right noises about other things including * Initative based system * resistances/damage types * traits randomisation of champions and there was a hint about spells in FE not limited by INT (by traits maybe?) * Some stuff about bringing back essence...for god know what... even litt
[quote who="marionesi" reply="84" id="2907943"]I am very much in favor of class-specific traits, with dynamic probability involved (somewhat similar to HoMM skills). Having classes for heroes makes a lot of sense - the risk otherwise being to have a lot of heroes with identity crises. I also very much like the idea of prereq, so that starting ability will influence the sort of ability you are likely to gain access to. I hope there will be slow-improving traits whose bonus increases with
[quote who="jereome" reply="93" id="2899643"]My only request is that you get the magic system right this time, and add more creature special abilities. For a good start just google spells from Master of Magic then Age of wonders and double that for elemental and possibly throw in a few from dominions. Or if you really need inspiration open up a good d&d players hand book or a few decks of magic the gathering and get inspiration there. Seriously though my biggest grip
[quote who="Frogboy" reply="23" id="2875139"]Right now, personally speaking, the most glaring issues I have with War of Magic are the diplomacy AI and the tactical battles. They're both being worked on of course but those are the things I have a serious pet peeve with.[/quote] You yourself say above that what you find "fun" is probably not what everyone finds fun, so perhaps it's a good idea you let someone take the lead now. [quote] But as others hav
I wonder how many fun spells or features have to be killed due to AI issues,,
[quote who="GW Swicord" reply="40" id="2869741"] Quoting Sir_Linque, reply 38I'm absolutely certain that the adventure tech tree will be gotten rid of. Whatever. I'd still rather see all the mundane research ditched in favor of magic-only research and some really different ways to work with mundane knowledge in a fantasy setting (letting us get more or less the same results through recruiting champions, completing quests, and whatnot). If the 5-flavor tech forest survives into
"Adventure tech" is the reason why I despair of SD getting this game to be even remotely near MOM or AOW levels..
[quote]To face these new challenges, Fallen Enchantress adds a host of spells and magical equipment. Sacrifice a champion to summon a powerful demon in battle, envelop an entire enemy kingdom in the icy grip of winter or open a gateway to a shadow world that dark creatures can come through . Players can also recruit champions who specialize in different types of magic and outfit them with magical equipment they create</st
[quote who="Cruxador" reply="20" id="2858140"] I disagree. [/quote] I disagree you disagree. Actually, I looked at the list again. The way they order the top 10 items possibly gives you an insight to their priorities. #1 is a generic technical issue, #2-#5 are AI related. Good AI is important, but it's not going to make a fantasy game fun to play, much less anything on the class of MOM, AOW, HOMM.. No mention about magic.. very disappointing..
[quote who="HallowedBMyName" reply="19" id="2858126"]Good list, seems like it covers a lot ... except for one thing ... A BETTER MAGIC SYSTEM! I know that this has been mentioned a LOT (and I mean a lot) on the forums, but seeing as how your list doesn't specifically state anything about the magic system (I know you said it's not exhaustive, but this is important), I thought I'd reiterate. The magic system (spells, tactical magic, overland magic, more spell
[quote who="Hound" reply="29" id="2850955"]The OP makes some very reasonable arguments. The Channelers need a strong magical identity and powers to go with it from turn 1. Learning new spells can not be about mundane researchers unlocking techs. The Channelers need to be the focus here. Sovereigns or imbued Wizards should be the ones who unlock new powers. Researching should be tied to their Intelligence score. That way a low Int Sovereign could recruit a high Int NPC, l
[quote who="Mtn_Man" reply="73" id="2854205"] Quoting luketan, reply 70actually i meant the random map generator No, there is not random map generator per se. Instead we have a few dozen set land masses with randomized resources and start locations. Take a look at ../Program Files/Stardock Games/Elemental/data/Maps[/quote] They going to fix this right? weird for a game like this not to have a random map generator I thought MOM had this? Or was i mis
[quote who="Mtn_Man" reply="69" id="2853994"]O.K., I'll comment... Quoting mastroego, reply 57Also, the thing that nobody mentions is that, even if future expansions will manage to turn Elemental into a barely playable and interesting game, what we will still be missing, forever and ever, is real expansion-level content. I mean months ago from "expansions" we would have expected things like crafting, tons of new *races*, *flying* units and who knows what else. Now we need *ex
On a general point of view, while there should be stronger heal spells, I think it's okay if some of the lower level spells become less useful as time goes by. There is no reason why every spell should scale, otherwise you just need ot research level 1 spells and be done.
[quote who="kenata" reply="18" id="2853544"] i'm with the OP broadly. if it was up to me sorcery and spell research would be the same thing. it just makes sense. personally i would remove the idea of specific spell research entirely and just research the books: once you get the book you know all the spells in it, even if you can't cast them. we would need many more books though (which i would be arguing anyway). i would also like a tech that increased your mana regen by 1/turn each time
[quote who="mastroego" reply="57" id="2853097"] Also, the thing that nobody mentions is that, even if future expansions will manage to turn Elemental into a barely playable and interesting game, what we will still be missing, forever and ever, is real expansion-level content. I mean months ago from "expansions" we would have expected things like crafting, tons of new *races*, *flying* units and who knows what else. Now we need *expansions* in order to get *basic* content... is a map gene
Yes. Props to them for working on it. No question. But one wonders if they will or are capable of working on the "content"/"magic" part... Something in their DNA....