Play Master of Orion 2, and then return and apologize. Snarky comments aside... I think Elemental did have fundamental design issues, and I think that hiring on people like Derek has helped a huge amount. I still think that they are making mistakes... but all games have issues that never get resolved. So I think it will be at least a good game, if not a great one, based on both the progress so far and also Brad's ability to find problems in the game only 3-6 month
UmbralAngel
I enjoyed watching this, I hope you will do more in the future. The auto-battle AI seems to suck at spell casting, wasting lots of mana buffing your champion/sovereign when your other units can handle the enemy unit alone. Direct damage spells should be prioritized in easy battles, with buffs only being used if the battle is very close or if you are outmatched. I think you should clear out monsters and monster lairs more aggressivley. You lost so many resources ove
Apparently they want you to raze cities instead of always capturing them, so I can't imagine they will keep this the way it is. I thought that it was supposed to only last for a certain time... maybe 20-30 turns. Even then, it takes so long to grow a city, and adding that extra penalty will be highly discouraging.
I agree with the tooltips. If they are going to say something like +10 food / grain... can't they also say + 10 food / grain (40) so you don't have to do the math.
I just wanted to point out that linking armor to classes is 1) cliche 2) unrealistic 3) limiting on the player's creativity 4) forces you to play a certain way Sounds like you are trying to fix balance issues the wrong way (make the system more complex, rather than attack the core problem) For the troop scaling, its a very common problem in 4x games. When you limit the # of units of combat, you introduce the idea of "den
its funny cuz these guys made a somwhat similar post polling their audience on how to do a city screen. http://www.facebook.com/notes/masters-of-the-broken-world-non-linear-turn-based-strategy-with-karma/city-screen-dilemma/350198685022712
Also, 1 in 17,000, or 0.0059% of units should be albino... just sayin...
The clues that Aow 3 is in production are as follows: They started hiring a bunch of people over a year ago for a strategy game. http://twitter.com/#!/triumphnews/status/57425521759358976 (Creepy... april 11, 2011) They released all the old AOW games on Digital Distribution, potentially to renew interest They only have 2 IP, Overlord and AoW  
I think that this issue is also in MoM, but maybe to a lesser extent. It mostly happens when you play on Impossible difficulty since the AI cheats and makes tons of units. I usually just make border town with a large army to absorb all the attacks. Having good combat spells such as flamestrike, phantom beast, etc allow you end the battles pretty quickly. Even if this problem isn't totally fixed by the game launch, I am sure by tweaking the number of oppon
+1 for auto-turn sucking. I was watching a let's play of Fall From Heaven and auto-turn frequently delayed many actions for him. +1 for steve argyle's artwork.
I thought I would put out ideas here. In MoM a few heroes were diverse in an interesting way, the rest were pretty bland. Fang the Draconian is awesome because he flies and has fire breathing. Aureus the Golden one... well he is a mediocre caster/ranged attacker, and a mediocre melee attacker. His portrait and names are cool... but thats it. Theres a bunch more like this. Even though they might have one ability that is somewhat useful... its not unique nor exclusive. My
Personally since it is such a small contest I think that you should be given the prize. However, I don't think its worth trying to get the person in trouble... you could get a temporary part time job instead... it would probably be more effective. I say take the gift card... its better than nothing.
My suggestion is to research and experience every video game that is similar to the game you want to make. Then go out and play some games that are not related. You want to play good games, bad games, popular games, underdog games... you want to be an expert on games, gameplay, game mechanics. And the key is... pay attention to mechanics, to design. When you get frusterated... try to figure out why, and how to go about fixing it. When you are having fun... figure out wh
Having primary attributes and derived attributes is silly... it makes sense to combine them.
Well, it costs performance for every object rendered... it might make the game run smoother in the late game when there are hundreds of units on the game if they remove the features ASAP. That being said... I think that leaving them would be cool, as long as you can build over the remains.
This is a pretty cool brief walkthrough of the game... but I would love to see more videos... [e digicons]:dur:[/e]
[quote who="Lord Reliant" reply="60" id="3120257"]This would also require more AI work for Brad. Will each race have it's own AI, then?[/quote] First of all, Each AI should have (and probably does have) its own tweaks based on Race. For example, Magnar should be more likely to declare war on people then some of the more friendly sovreigns. Secondly, if well designed, ALL AI players, regardless of factions need to know how all the game mechanic
It looks like you will have to make the AI more cautious about losing that many units to monsters. Unless you expect players to lose that many units as well... Overall though it looks good... and its running pretty well all things considered.
So far they have put in a disincentive for a stack of doom that is mostly heroes. The fact that heroes split experience among them makes it potentially more effective to have only 1 or 2 heroes in each stack, each with their own group of normal units. That will help somewhat. but it is still possible to have one or two really powerful stacks and the rest of your units just small garrisons in your cities. I think that limiting you to 9 units per stack, and allowing only o
Its weird that in the article he called the spell of making "the spell of mastery." I don't think Stardock would have changed the name... so maybe the author is a fan of MoM?
I think the new system proposed looks good... though it looks like we will lose the ability to place buildings :(
April Awesomeness! I think that many of the things you mentioned are really good. This might be more difficult to set up for custom factions but faction specific buildings and maybe even quest lines is worth considering.
I am okay with all 3 options (snakes, 9 tile, or 1 tile). One way to fix snaking if the teleportation is the only problem is to make it so that you have to walk all the way across your city to get to the other side (it counts as a road). You can still defend the city from anywhere for the sake of convenience though. Whatever you end up deciding on, I hope I still get to physically place the buildings, even if its purely aesthetic due to the 1 tile system.
This and the spell effects in the new trailer look cool, just don't go overboard with the glow & smoke effects since they end up hiding information in the battle. For example, you can't see units that are inside a zone of fire.
I'm late to this thread but I am sad to see placable buildings leave. It scratches that Sim City itch, even if its a simplistic system. That being said I don't mind 1 tile cities. Seige battles like HoMM/Kings Bounty or AoW 2 would be great... I don't really see why its so hard to add.