I think Age of Wonders 2 did this best due to their movement action system (similar to what DexCisco was describing). The defensive bonus from walls also helped as well. However, that may be too big of a change for FE at this point. I do think that the AI should use kiting if its available, but you also should nerf kiting no matter what. I think there are some easy solutions: 1. Make ranged attacks so weak that an all archer army can't possibly win. This sounds
UmbralAngel
I think the most important thing is to start getting feedback from people who never played elemental at all... maybe some of those people still waiting on the demo... *wink*
Lol... 300 spells in Master of Magic! theres 214 spells, 40 x 5 elements, + 14 arcane. Yes, I counted. I also believe there are 14 races, High Men, High Elves, Halfing, Barbarian, Gnolls, Nomad, Orcs, Klackons, Lizardmen, Trolls, Dark Elves, Beastmen, Dwarves, Draconians. Yes... I have played the game ALOT. And read the manual + strategy guide many times.
This game seemed okay. The melee combat system works okay, its a little too easy (maybe thats just the demo?). The ranged combat is designed for console and the aiming system is terrible. I didn't have too much experience with the magic system but it seems to work okay, though I would assume there would be aiming problems for some spells. I like that you can play as a female and the overall experience of the game is fine. The main issue I have is with the linear level design
I watched the video, it seems closer to Age of Wonders than anything else. Looks like it will be pretty fun, and its coming out this year!
I think if you look at it from a partical sense, the point of HP, or in most cases, excessive HP, is to drag out the experience. For example, in the early mario games, you had up to 2 HP. It was very easy to die. In the modern mario games you have much more HP, allowing you to take multiple hits before dying, and giving you more opportunities to heal up. Having too little HP might frustrate your user and force them to reload/restart frequently, and having too much HP might make the ga
As a big fan of MoM, and since I am also pretty far along in designing a "spiritual successor" to that game, I have some insightful comments. I wish I could get into the beta, but alas, I refused to buy E:WoM without playing a demo first. AI is probably the biggest thing that needs fixing in MoM. It didn't understand how to build and use stacks of doom, which was integral to its competitiveness. It also wasn't the best when it came to spell casting, sometimes wasting tur
I think you should describe Fallen Enchantress as a spiritual successor to Master of Magic Oh wait... Uh.. How about a spiritual successor to Elemental: War of magic?
The main problem I have is with Ubisoft and Blizzard's decision to try and force people to play online in order to reduce piracy. Diablo 3 should have a fully functional single player offline experience, even if it I can never move those offline characters to Battle.net. This means that mods and save game editing will not be possible, which is a huge disappointment for me. Borderlands and Diablo 2 are both games that were much more fun when you can create your own items to p
[quote who="kryo" reply="26" id="3025818"]Most people don't have multiple gaming machines, so cloud saves aren't nearly as useful as you might think.[/quote] I think you are overlooking the fact that people upgrade their computers, reinstall the OS, have hard drive failures/fires/floods. I myself have lost many save games because when I reinstalled Windows I forgot to backup the old games which save in their program files folder instead of the my documents
I suggest you publish the random map generation rules in the manual and allow them to be edited via xml. The rules for MoM generation are in the Official Strategy Guide. For example, cities try to be at least 5 spaces away from a node but will settle for as little as 1 space if I remember correctly. There is also information on what % of tiles will be each terrain type, what the chance is that they have a special resource and what kind it is, and lots of other info.
I think that an easy way to accomplish unique factions with the current system is putting in items that are faction specific. So for example, lets say that one faction gets a special 2-handed axe that gives a cleave-type ability. Another faction gets a special bow that shoots twice. Thats just weapons, you can also have special armor and accessories to further customize. As you can see, by providing each faction with unique items, it allows you to create unique units, which ma
This kind of spell would be very useful if casters had a tendency to get sniped by spells/ranged attacks. However, it is certainly very extravagant version of what could be a simple spell. You could just make a spell that makes the next 2 or 3 attacks/spells have a 50% chance of missing. It accomplishes basically the same effect, requires much less coding, and can have a simpler look (not creating extra units). The main difference is whether or not you can block the enemy's melee units wi
I think i have posted before about making AI for JollyGrim, which is a grid-based strategy game. My approach was to write an AI that was very generalizable, considering that we plan to add new mechanics to the game regularly and we don't want to update the AI all the time. It will be interesting to compare to your approach, which seems very different. Are you also going to put in "synergy" information as well as counter information? For example, cast -50% e
Hahaha, yes Lizardman is card #1 so it holds a special place in our hearts. I will see if I can work on getting a linux version up early, just for you! Honestly it should be pretty simple, its just going to be a pain figuring out all the intermediate steps. Thank you for checking it out!
Hey guys! Considering that fans of elemental have been very supportive and it will be quite a while until FE comes out, I thought I would see if anyone was interested in the game I have spent 2 years working on. Its a free to play online card game... but it is heavily focused on tactical combat on a grid. Its no 4x game, but its pretty fun to play, even though it is still in Alpha. The theme is myths legends and fairy tales, because thats where all the cards you use in
I am planning to write a fantasy book, I have created the world and have been focusing on fleshing out the societies so that they feel like a vibrant ecosystem. Haven't written any words yet, I have no idea what its like to be an author. Its been bouncing around in my head for almost 10 years now [e digicons];P[/e]
Compared to these benchmarks from the techreport... I suspect that something is wrong with your setup for the Summit. http://techreport.com/articles.x/20646/5 http://techreport.com/articles.x/17136/7
I'm glad to see the team steering the project closer to MOM style, while changing it up along the way. I am getting excited to play this game! I had already started designing a fantasy 4x game assuming that FE would fall short, but maybe I was too pessimistic...
This is the game that E:WoM should have been. I'm still not buying anything until i get to play the fabled demo :/
Maybe this time you will take the feedback of the beta testers seriously... I know you think that Fallen Enchantress is going to be a much better game than the original... just don't get full of yourself and assume that you know what you are doing. +10000000 for modding support.
I have a few points: 1) Teleport does not inherently ruin a game 2) We don't know how much any of these spells cost... you can balance spells by changing their cost 3) every 4x game i have played has had overpowered technologies/spells. 4) Not all strategies are viable, in 4x games there are usually a few that rise to the top. 5) Balance is much more important for competitive multiplayer games than predominantly single pla
I also agree that having a race of trolls and a class of necromancers would improve elemental :P
The price of video games has actually gone down over the last 15 -20 years. DLC is a good way to get people to spend as much as they used to. This is because of inflation... paying $60 for a game in 1995 and $60 for a game today is an awesome deal for customers, considering that many things costs ~25% more than they did at that time. We really should be spending $80+ for brand new video games if we value them as much as we did in the past. While I am also wary of DLC and have
no... a game would have to sell REALLY, REALLY well to pay for a lawsuit like that. No game is worth that trouble. I am pretty sure the source code would be useless, but thats not the point. Code is relatively easy to make, the hard part is getting good code, good design, and good artwork to come together gracefully. And MoM is fun to play still, so making the same game but with updated graphics wouldn't be very compelling. A true succes