In another thread , I suggested having offspring rebel against you or do quirky things outside your control. This suggestion is for a system of how that might work (or maybe a less extreme version of it). You know how some games gives you a "personality test" as part of character creation? Ogre Battle asks you a series of questions about what you value and morality. Other games might have a sort of
otakucore2
All told, more than 1.3 million men and women have been surveyed over the last 40 years, both here in the U.S. and in developed countries around the world. Wherever researchers have been able to collect reliable data on happiness, the finding is always the same: greater educational, political, and employment opportunities have corresponded to decreases in life happiness for women, as compared to men. <a href="http://www.huffingtonpost.com/marcus-bucki
I like binary gender. And it's good for society. If you happen to be a lesbian, you may feel pressure from society to conform; but, for the vast majority of women, who are not lesbians, binary gender roles provide a healthy environment for them to develop.
"Strike me down, and you only make me more powerful..." That could be a cool special ability. If the unit (either a sovereign ability or a special unit) is killed, it respawns as a phantom. EDIT: The reason it's cool is it introduces a new strategic element. It introduces units that opposing players should NOT kill (unless they have the appropriate spells or units to destroy a phantom). EDIT: This could work well with the ability to capture unit
Since champions level, and since experience is gained through combat, it might seem superfluous to detail how many enemies that unit has killed, or how many battles it has survived, but that kind of data really helps me grow attached to some units over others, which enhances immersion and the RPG experience. When I played X-COM, I would keep a notebook for jotting down what each character--note "character" instead of unit--did in each battle, and I'd detail their entire career, creati
This would introduce some complexity to equipment selection, making it less obvious that any one item is "best" for any given action (e.g., fire spells). Example: A combat tiara that imparts a charisma bonus, but also enhances the combat bonus of other items; so, that one item alone does not in itself provide the ideal bonus, but it acts as part of a set, and swapping it out alone won't necessarily be the best choice.
Maybe pretty clothes could impart a charisma bonus. (Although, why would a champion want to join a girl in a pretty dress? LOL) Limiting inventory slots is a good idea, so players aren't carrying items for every action; but, given how easy it is to exchange items between champions across long distances, players could still do that. Rather than restrict--or make tedious--the inventory management system, it would be good to find other incentives to keeping one or two e
This is not my idea, but something I saw in another thread that I thought could use highlighting. [quote]When I said 'Tribal Forest Dwellers' what I was thinking of was 'Wood Elves' but knowing that Elves don't exist in Elemental's World, I offered a counterfeit substitution but with the same image in my head. Bows, leaves, leather armor, green cloaks. Yay cliches. Still, would be noticably different then how most of the factions operate in beta. At the mom
Yeah, that's what happened. I've done it a couple of times now. I guess I'm getting a feel for where I should and should not build cities, but it's not obvious.
I've always liked the mechanic, from Ogre Battle and Final Fantasy Tactics, sort of from Pokemon, in a way, of units transforming, changing professions, or evolving over time. The only way to get some units should be to put them through specific experiences (the simplest being to kill X enemies so that they level up enough). You could have werewolf units, for example, that can only be obtained by getting one of your soldiers bitten by a werewolf. A game I played last yea
Create a large map of Oz, including all major landmarks from the books and movies (e.g., Jack Pumpkinhead's house, the living apple trees), custom factions and races, magical effects, technologies, sovereigns (Wicked Witch of the West, Glinda, and so on), monsters (e.g., winged monkeys, which you can control if you wear the magic golden cap)... I thought I'd heard about a Conquest of Oz strategy game a few years ago, but maybe that was just a dream I'd had. I think this would be
This might be an easy mod to get started, using the existing content. Just convert some of the hair, clothing, maybe even eye/face selections to make them work for both male and female sovereigns. Once you're done, write up a detailed walkthrough and/or post a video tutorial. The same techniques could be applied to converting mod content in the future. Say someone uploads a mod containing demon eyes for the wraiths--you could then easily convert the demon eyes to w
http://img227.imageshack.us/img227/2402/deadcity.png This may be more a feature request than a bug, but the game allowed me to build a city, which was then impossible to construct buildings for. Some kind of glowing city-radius or outline might appear when you hover the cursor above the Build City icon. As it is, I can see a lot of un-win-able situations coming up because players have built cities in bad spots. It didn't look like a bad place
It may be interesting to talk about the politics of fantasy, but as the developers have clearly gone out of their way to include female characters as both rulers and warriors, I don't see the use of the word "men" as a concern at all. This is more about university speech codes than actual bias. An Amazon faction would be cool. Not to add fuel to the fire, lol, but ever notice how the word "people" defaults to meaning "white people"? I double-checked in the sovereign sele
I've only built one boat, so this is something I haven't tested over and over again... I had four soldiers, a frigate, and my sovereign in a city. I tried to move them all out into the ocean. Only the soldiers and frigate moved out. I couldn't get the sovereign to board the boat. I tried unloading the soldiers first, and then getting the sovereign to enter. I tried going back into the city, going onto a beach tile...couldn't get the sovereign on board at
I had Janusk, the "Clippy" champion, and one pioneer. Both were standing on the same tile when I clicked the "build city" button. The city appeared. A couple of turns passed, and I realized Janusk was gone. There was no unit in the new city. I can't get this autosave to load at all. Tried three times. I'll just see if I can repeat it on another game.
This is, in part, related to capturing champions/heirs . I would take that much further. I'd like for players to capture soldiers, villagers, livestock, women and children, you name it, and do with them what you will. Ideally, you would be able to round up whole city populations and march them to camps back in your territory. This is also inspired by the sacrificial altar building, which as of now just provides a b
Capturing enemy leaders and soldiers is one of my favorite features in Mount & Blade. I wish they'd done more with it. IMO, treating the captives as trade commodities is not rich enough. You can attempt to recruit them to your side, and sometimes they'll dessert your army, which is kind of cool. I just feel like there could be more to it. Kidnapping relatives in Sword of the Samurai was great, because it had a special mission/gamemode to go with it, and bec
Oh. That was fast. Aren't you glad I came up with that idea? It's a great feature. [e digicons]:grin:[/e]
Came across a cave, and a window came up saying there was a wolf giving birth inside, and do I want to aid it or kill it. When I click the option to aid it, the game crashes to desktop. I loaded the autosave and tried again, same thing happened. http://dl.dropbox.com/u/8751953/Elemental0_805-2010-07-04T21-03-33-218.zip When I went back again and chose the option to kill it, it worked fine.
I crippled one of my cities by using up all tiles somehow before building housing. It should have been easy to destroy one of the buildings and then build a house, but the option doesn't exist. It was mentioned somewhere that some buildings are auto-upgraded, so you don't have to destroy huts before building houses. That's great, but it's no good to take away the option to micro-manage completely.
http://dl.dropbox.com/u/8751953/Elemental0_805-2010-07-04T19-14-34-76.zip Seemingly random crash. I've been getting a lot of them. This is the first time, though, that the autosave failed to load. After I clicked "load" the game just froze up and I had to ctrl+alt+delete to get out of it. Maybe just a coincidence, because when I tried a second time the autosave loaded. I have several more of those crash report files, all seemingly random
When I recruited a champion who adds research points, and the research screen popped up for the first time, some of the graphics--and the info about research categories--for that screen were missing. Also, my cursor was a red-glowing crossed swords cursor. When I exited the screen and came back to it, with the normal cursor, graphics were still missing. I'm not sure if the graphics were there before, because I didn't look at the research screen until this point. When I
I made a sovereign this morning and, after realizing the "tiny - multiple continents" map is the same every time, wanted to change her spellbooks. I found the right-click to delete sovereign option, but no "edit" option. This would be nice. It would also enable one to find out more specifics about the supplied sovereigns and to make changes to other players' sovereigns. It's not a huge category, but making a sovereign is sort of a mod. I can see people sharing
This sparked a crazy idea. What if your children were uncontrollable and did unexpected things? Your son risks getting himself killed fighting monsters, or your daughter experiments with lesbianism. You can try to control them, but they might hate you for it. I just got Beta 3 the other day, so I haven't gone much beyond the first few turns yet--not sure how children work as of now. The Guild had a pretty cool system. Also, an old Sega Genesis RPG, Phanta