[quote who="LightofAbraxas" reply="26" id="2849993"] Bingo!!! SD was never ever going to have a real chance of creating a real spiritual successor to MOM , anyone who wants that will be disappointed even after 2 expansions I bet. I think that there's something that needs to be pointed out here. The lead designer (Kael) on all the post-1.1 content is actually very very good. If you haven't played Fall from Heaven 2, you should really do yourself a favor and do so. The area
luketan
[quote who="NorseDude" reply="41" id="2850579"] Quoting luketan, reply 15 Back in beta i private messaged him about his decision regarding the current magic system and the time and begged him to change it to a global mana pool before release. Oh well, at least they realized their mistake later. So they do learn... Now here's a funny question. For the guys who agree with Recnelis2 , please answer the following questions <b
[quote who="Nenjin" reply="16" id="2849809"] No, i think the real issue is content. Every nation does the same thing, kingdom and empire may have different names for the things they do, but they are basically the same. All troops have the same feel, only difference is the amount of attack and def, no real differences in use or ability. Same with champs, they all feel the same, like slightly upgraded troops. Lots of interesting spells, but only like 5 or so are useful. Quests are al
[quote who="GW Swicord" reply="30" id="2849220"] Very likely, part of my customer/critic problem is that Brad and I have very different ideas about what 'content' is and how important it should be in a themed TBS game. GC1 lost me quickly because it had almost no content. GC2 won my lasting affection because it took great strides to overcome that problem with the Terrans-only version of the game. Only lately have I begun to appreciate that Brad's perspective is not exac
[quote who="Diardiamond" reply="19" id="2848101"] "Yarp", I agree with Recnelis2. But magic is not an essential part of the game & that bums me out. I to would like to dramatically change the world I'm in, etc. Also, curently using magic for battle does feel as though all I'm doing is chosing a colour at the expense of dmg/mana used. Back in version 1.09e when I 1st got introduced to the game magic was actually more fun for me. Each hero once
[quote who="GW Swicord" reply="22" id="2848476"] ... I assume you are a big fan of Master of Magic. But did they have a consistent "Game cosmology" ? Playing devil's advocate here.. Yes, I played far too much MoM back in the day. And yes, the game has at least the rudiments of a cosmology: the spell books have distinctive themes, as do the node flavors.[/quote] Ah okay. Was wondering what you meant by Game cosmology, thought you were referring to novels and all that...
[quote who="Recnelis2" reply="18" id="2848033"] Quoting luketan, reply 16 Quoting GW Swicord, reply 8 Quoting Ratatosk7, reply 6Maybe even vampires that sparkle! If they did it the MOM way, where the only research is magic, maybe the constrast wouldn't be as stark? The growing of the city was the actual tech to get more powerful creatures you accomplished this through buildings. SO in a way it was
[quote who="GW Swicord" reply="8" id="2847453"] Quoting Ratatosk7, reply 6Maybe even vampires that sparkle! The OP's core complaint is utterly valid: Elemental lacks a baseline metaphysics. Design work so far has focused on visuals and superficial aspects of 'game balance,' but there's no way to make Elemental-centered balance decisions without a core set of rules/parameters for how magic works in the un-modded game world. Best I can tell, it is
[quote] Back in beta i private messaged him about his decision regarding the current magic system and the time and begged him to change it to a global mana pool before release. [/quote] Oh well, at least they realized their mistake later. So they do learn... :D Now here's a funny question. For the guys who agree with Recnelis2 , please an
I feel stupid too. my last update is 14/12 how do i update!!!
[quote who="BlackRainZ" reply="12" id="2847974"]So if they changed the name to Elemental: War of Technology, would you be satisfied?[/quote] If they named it that at the start they would have lost 50% of their sales... Lots of people including me.. bought it on the promise that it was a spiritual successor of master of magic,. except for the SD fanboys of course who would buy anything... <span style="font-size: 6.94444p
I have doubts about SD's ability to do magic right. You can see that EWOM has a much higher focus on tech than magic, because of their comfort level wtih Galciv. The only hope lies in Derik. I'm not sure he alone can turn it around though... PS : For a game with the word "magic" in there, there is a very distinct "tech" favour in the game and even in the spells... SD alone doesn't seem to have the "DNA" to produce "magical" spells like those submit
Stupid question, how do i know if i have 1.1 downloaded? Given that magic is still boring now, I'm considering holding off until expansion one (or maybe even two) is out... (I bought prerelease). Should I? when's the ETA for expansion 1? I haven't played since the first month of release or so..
[quote who="Gazz_" reply="27" id="2818709"] That's not even touching the "old" traits from MoM because I'd assume that you already have a list of those. =P [/quote] For those of you getting excited about MoM retorts or suggesting several "you will be stupid if you don't take it" options so as to force real choices.. Forget it. The MOM abilities are way too strong for what the developers have in mind.. [quote]
[quote who="GW Swicord" reply="86" id="2826352"] Quoting Rune_74, reply 83I don't get why in a game called elemental you do not use elemental resistances? Maybe because the project has been, consciously or not, about making v1 of an engine for GalCiv 3 and magic has never been taken seriously as an aesthetic, much less as the core of the game mechanics. I'm still a tad hopeful that magic will become adequately magical by the 1st or 2nd expansion, but I remain sorely disappoint
[quote who="Campaigner" reply="54" id="2825900"]Looks good. I'm however hellbent on the spellcolors in Magic The Gathering and Master of Magic so anything else than that seems not as good. Might be wrong....[/quote] Me too. But no point moaning about that, the name of the game is ELEMENTAL.. so it's fire, water, air, earth....
Not sure how the concept of imbued champions work though.. If they are imbued.. do the champions actually carry around spellbooks? It's like in MOM, only if you defeat the Wizard himself at his fortress then you might get spells...
Vast improvement of course. But then again my expectations about Magic in EWOM is extremely low... Agree with everyone [quote] 75 spells is a stunningly small number. Divide that into the various spheres/schools/whatever and you probably have ten to twelve spells per. Such a small number of spells (many of which one won't have access to) will make magic highly limited even with individually great spells. About an order of magnitude short in conception (n
[quote who="Frogboy" reply="43" id="2825640"] I have requested design changes that will help the AI such as having strategic spells castable by the sovereign with largely infinite range (so I can imbue heroes without being next to them or buff cities without being next to them). Players will be able to do the same thing and I think it makes the game more fun to boot. [/quote] Agreed. The game everyone loves to mention has this as well. No
[quote who="Tridus" reply="203" id="2823486"] Quoting luketan, reply 202 Nonsense, in MOM you couldn't predict what nodes you would be able to get, it still worked fine. I used to believe games should give you perfect flexibility but now i realize part of the fun is to have some options taken away from you. Again MOM did it best.. the number of spell books you had would determine which spells you would get. And i agree it was more flexible
[quote who="nikmesh" reply="175" id="2823004"] Idea's that come to mind to further enhance the role of INT are to make the stat that determines what your able to caste as a magic user. Basicly to caste a spell you need to possess INT equal to the spells casting cost. To be honest this is an idea that I came up with after reading your post, haven't really thought about it in great detail.... [/quote] Huh? Isn't this the same as what is already stated, that INT
[quote who="GW Swicord" reply="47" id="2822376"] Quoting Wentago, reply 46Many of you read way too much into a contest to win something and are taking this attempt at getting ideas into the game way too seriously. For me, the gripe is not about getting ideas into the game. It's about the sustained refusal on Stardock's part to take the magic system seriously as content that should underpin and shape every other aspect of a fantasy TBS with the subtitle "War of Magic." A game w
[quote who="Kestral2040" reply="103" id="2822296"]some quick feedback: Yes. Essence as a stat is gone, as a concept it still the conduit for which mana flows from a channeler into a champion so they can cast spells. The way this is represented in game balance is that imbued champions (those with essence) have a mana maint cost you must pay for them every turn. Int is the new all purpose casting stat, it WILL scale some (but not all) spells, along
[quote who="nikisknight" reply="165" id="2822850"]Some champions have special attacks that currently take mana but aren't really magic. I wonder if this still makes sense under a global mana system? They could instead cost the user's HP, or take longer to charge.[/quote] I think it has being stated special attacks have a "Cool down" period.. which sounds like they can use the ability every x turns maximum...
Really improved over the original lame system. Particularly like splitting up dodging & damage absorption and after the clarification it seems the roll for damage absorption (not dodging) will not be linear. But I do agree with what the others have said (a) Dodging/Dex seems to be not worth it. It is true that dodging is 100% avoidance, but as someone argued, if you have 100 units