[quote who="nOObonian" reply="5" id="2775796"] I was thinking the same thing...if there is no counter it is overpowered. Ironically the example above is kindof gray. The only counter is to do the same type of summoning, but that is a decission that must be made before the game starts. Once in the game, you see this hell hound rush coming, there is no way to counter it if you didn't select the right spell books. I think saying doing balance in the design is a lot eas
VR_IronMana
[quote who="Gravedancer" reply="101" id="2774995"] It also provides an opportunity for another Sovereign trait - "Adventurer" or "Charismatic" (sorry, don't remember if either name is being used) that ignores or reduces the adventure tech requirement for recruiting NPCs. Or use Charisma as an offset.[/quote] Or make it the purpose of Bard trait - I like your idea. Or even both Charisma and the Bard trait. Bard gives a +modifier to whatever the c
[quote who="cpl_rk" reply="310" id="2774593"] 7) Avoiding the creation of 50-man "superman" squads that are basically game-breaking automatic-game winning "nukes" and which turn the game into nothing more than a tech race as to who can get this technology first and thus win the game. [/quote] Wouldn't this fall more on unit/weapon/armor balancing more than anything else? I mean, if the weapons are balanced and the armor
[quote who="Brainsucker" reply="88" id="2774890"] My suggestion for the next expansion / Elemental Game, just make two mode. The strategy game with RPG element and RPG game with Strategy element. The strategy game will make the game more balanced which give the player lots of limitation, while the RPG game is the players who love hack & slash game and just consider the game for fun (for example the Monster hunting, etc, etc). This way the community won't protest as both of the group
[quote who="Istari" reply="94" id="2774978"] 2. The UI informs the player they need a higher level adventuring tech to recruit them. [/quote] Is my preference.
[quote who="Chibiabos" reply="57" id="2774710"] I guess in-game bugs, like Pariden's traits and Organized Sovereign's movement points at exiting a city or loading a saved game aren't considered technical issues?[/quote] Technical as in - game/system crashing is my guess. Those things are gameplay issues. They don't stop the game from running/being unstable.
[quote who="KingHobbit" reply="281" id="2774229"] I still want game to focused on Magic, not troop building. If in the process of gathering more and more magic I need a larger army--than great.[/quote] I think summon magic (or the various elemental spell books getting summons) would be sweet for building armies. I think a faction that actually does create their armies through magic (and maybe needing crystal to build their endgame units) would be really, rea
[quote quoting="post"] That just seems odd to me... Shouldn't it be life magic, or is the sov going to resurrect the land wielding death magic? Maybe make 2 versions of the spell for Kingdoms & Fallen... Would seem just as odd to have Fallen sovs start out with a spell from life magic... Maybe imbue champion could turn into 'corrupt champion' for the Fallen Better yet, make a 'Sov' spell book, and that plus the other starting spell
I'm not against a deep campaign. I actually like the story/lore to games. While gameplay ultimately will matter most, I don't see how a deep story would hurt the game. Though, I'm an RPGer so story matters to me. If you just put a blank map and a character on it - it won't intrigue me as much as knowing why the map is bare and why I'm alone. To me, story matters. It's not just a "go read a book" thing.
[quote who="GaelicVigil" reply="200" id="2773372"]Hey guys, it sounds like Brad is still going to do battles like the one on the back of the box. He just posted this today: "In the near term, multiplayer is on the box so this has to be delivered and we apologize for the delay." I guess he means, that if it's on the box, he's going to deliver it! Yea![/quote] There's always a chance! And it's pretty clear there's at least support for the
Just wondering - it seems a bit odd that I have to give a reason why I edited the first post. But if I edit my reply - it just takes it. Shouldn't it be like that (just take it) for any editing of posts? I mean, it stores your edits either way...so it's not like you can hide anything without a reason being given, no?
All the talk of 1000s of units on the field and 1000 peasants getting owned by a dragon made me wonder... -If I just multplied EVERYTHING by, say, 100 - would it work? Income, upkeep, how much a "team" or "party", etc is. -If I left population alone (consider it in units of 100s, so "10 people" is really 1000 people) could I leave the population system alone? Or should I just go ahead and multiply that by 100 too (pop growth, etc). -Stats - this is where
[quote who="Mandelik" reply="189" id="2773280"] Because he was the one who repeated again and again that: - there would be battles with thousands of soldiers - it would be like the opening scene of LOTR with your channeler as Sauron sending entire groups of people flying into the air - 1000 peasants wouldn't be able to kill a dragon - there shouldn't be a problem with low-end computers, game would automatically adapt to display more or les
[quote who="Robert Hentschke" reply="84" id="2772483"]I hope that we don't. I'd rather have a game/mod that takes the good concepts of both games and creates a better one. I want Overlord of Magic, not just Master. =P[/quote] Exactly.
I just picked up MoM on GoG early today and has been feeling my way through it. I can see why people like it and I'm probably going to like it a lot and will certainly get my oh-so-great investment of $6 out of it. That said, I feel like I've played this game before - then it hit me, it feels like Age of Wonders (right down to the interface and music). This is probably because AoW "stole" elements from MoM. So while I think I'll like MoM (since I liked AoW a ton), I don'
[quote who="Rune_74" reply="149" id="2772258"] I'm not sure that would be hard to implement with the current system...just increase the models? [/quote] I think the "battle" is to get that to be the norm and not need to be modded in. Of course, I think it might have to change population (I.e. if I have a city of 75 and I create a unit of 50, does my population in that city now drop to 25?) If that's the case, then the whole populati
Reminds me of Ghenghis Khan 2 where you could marry daughters to your generals, assuring their loyalty (which was very, very, very hard to determine in that game, if it wasn't totally random). In Elemental, it's not that I don't like the idea - I just wish there was more of a loyalty aspect to deal with that would then be rectified with an idea like this.
[quote who="AlixeniusTheGreat" reply="34" id="2770876"]Wjatever happened to originality in the gaming community these days? I always use personally significant names, usually from book series I have read/am reading, so I always have a list of cool sounding fantasy names for my cities. If all else fails, I name them after the municipalities surrounding my city, or after myself.[/quote] Well, taking names from places in the real world or in book series isn't very original
[quote who="GaelicVigil" reply="35" id="2771442"] Modding this into the game is not acceptable to me, this should be a core feature.[/quote] Would work for me. Maybe it should be a core feature - but if a modder/mod team pulls it off, I'll play it just as happily.
[quote who="Raven X" reply="15" id="2771307"] Check out my revised reply I made to Tridus, my friend. This CAN be done. I've been playing games for 24 years (32 now, been playing since I was 8). I've SEEN Epic Battles done in turn based games plenty of times in the past (even on consoles like the Old School 8 bit Nintendo). [/quote] Wait, what? What NES game had battles like the one on the picture you posted because I obviously missed those in the ignorance
[quote who="Slainangel52" reply="54" id="2771455"] This system will still heavily favor lightly armored fast units with powerful weapons. Without changes to the attack/defense/hp mechanics I don't think this change will fix all that much. It's definitely a start, but without the whole picture of changes it's difficult to judge. [/quote] Unless those powerful weapons end up having significant -speed modifiers. A big war hammer should be slower
[quote who="Kalin" reply="100" id="2770894"] Having said that, I still think making min distance larger is a bad idea. Even if you vary it base on map size (min 10-15 tiles on a small map = no other cities), there are times when you want a city defending passes that will be inside that amount. There's nothing wrong with these, and should be allowed. [/quote] To me, that sounds like the need for a defensive building, like a fort or something that can fill
[quote who="Twohawks" reply="63" id="2770495"]I do not support limiting city building.. it is as fair a strategy as the zerg is.. If i manage to build up a bigger empire that allows me to make elite troops that whoop on some ones butt.. then good on me... [/quote] Yeah, but you have to build supply to support the swarm as Zerg (Overlords). Plus, at least in SC2, there's a limit. 200 supply is as high as you can possibly go. You can't make 400 supply wor
If the level 1 and 2 settlements are fine, but the larger ones being everywhere is not - then wouldn't: 1. Increasing the food cost of huts and other food-costing buildings (get les pop. per food and have to choose being stuff like markets or another hut) 2. Less food tiles. I mean for a shattered and broken world, I have a game where I started near 2 fertile land back to back, a wild wheat not too far off, another wild wheat with some exploring. I mean that's,
[quote who="Felidae1" reply="26" id="2769801"]Suggestion: Give all mounts a small attack bonus, to make mounts in general more powerful, but give wargs a bigger one (they're predators, after all). Have all mounts keep their action point bonus, but take away the warg's world speed bonus, as they're really not built to carry large loads long distances. Then maybe give wargs a movement speed bonus in forests, as that is the wolf's natural habitat?[/quote] Wargs -> faster f