what about adding some seeds to the seed folder - presumably that would allow them to be called in game. If this could be trialed then users could report whether the maps are reasonable or not. If they are reasonable, adding them to the seeds folder will give more maps very quickly for everyone.
RFHolloway
Is it better than FFH2? - that would probably be the best comparison
just to add my thanks as well - will be downloading tonight, as midnight in the US arrived just after I set of for work in the UK.
[quote who="MilConDoin" reply="11" id="2374532"]I'm trying to read the books for a while now. They are very thoroughly written in every aspect, but the motivation to read it is very dependent on the protagonist in the current chapter. I like the ones with Tyrion, Jon, Anya, and Daenerys; the rest is more of a chore to read, especially the ones with Sansa. Personally I prefer the style of Raymond E. Feist (Riftwar cycle), David Eddings †(Belgariad, ...), and Trudi Canavan (Da
[quote who="strongking" reply="32" id="2710485"]> an interesting loading screen How about showing randomly selected monsters, spells, etc. with there stats or effects? Or have some randomly selected tips? [/quote] I like that Idea - "sorry to keep you - just loading 37 different types of elven hairstyle"... Done "oh look at this one...! "Now on to the 756 different types of monsters that I can't tell you about"... Done "Now
[quote who="Annatar11" reply="108" id="2692271"] I don't like this idea. Nor do I. If you want them to level up, you gotta risk fighting with them. Otherwise everyone's just going to keep them in town until they're unkillable, then go wipe the map. [/quote] Unless those units don't get better combat wise (combat experience gives combat skill, but merchanting - being in town gives merchant skills) then the high level merchant can still get killed just as easi
Civ iii, Wesnoth, OTTD, Gal Civ II (or monster hunter on the PSP) Just wondering how good my new laptop is going to have to be to play elemental.
[quote who="fairwater" reply="100" id="2691822"] Quoting MarshalKylen, reply 97 WARNING: Massive Idea Dumping Ahead One of the foundations of the fantasy genre in general and also Elemental in specific is that the world is untamed and has many dangers hiding in it. The betas have done a pretty good job creating this feel, but there is still more that can be done. I think that large areas of land should remain un
Its really just a mechanism to ensure a pure adventuring strategy needs at least support from one other element. - an army to guard them - an ally to protect them - magic to teleport them home - or the fact that home is so close that its not much of a walk
What about if 4 pieces of the adventurer quest were individual for a race, but the final piece was common, and then you had to get it back to your capital to win. That means as soon as it is found everyone knows and mass carnage ensues. (perhaps could get it back to an allied nation for a joint victory. ADDED later The best way to balance is to make it so that each of the trees need each other for something. Trade needs empire as you need to have something to trade
[quote quoting="post"] Randomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one. We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps. The randomly generated ones won’t be as interesting but they’ll more accurately reflect the local terrain. I’m preferring the pre-made ones because we can add some spectacular str
[quote who="Annatar11" reply="62" id="2688669"] Not so sure I like that after a unit attacks (in tactical combat) it is planted still and cannot move for the rest of the turn after that. It is so units with a high number of moves can't kite other units, and should most definitely stay this way. [/quote] Units with high moves could still kite, provided they don't engage? - however any unit could block for a turn, however weak it is
[quote who="Icepick" reply="41" id="2688292"]Love the fact that movement range is highlighted in tactical combat, and that tactical spells are all at the front of the book in combat. Not so sure I like that after a unit attacks (in tactical combat) it is planted still and cannot move for the rest of the turn after that. High level Sov unit *should* be able to mow them down like wheat at harvest time (move, kill, move, kill some more) ala Sauron... During Sov creation...most perks c
Depending on how modable the AI is you might actually create a whole subgame. (see OTTD AI developmentfor what can result)