[quote who="VR_IronMana" reply="28" id="2701320"] Quoting Stmorpheus, reply 27i agree with some others about the magic. you should give spells COMBAT SPEED. if it takes 1 and you have 2 AP then you can cast 2. if it takes 3 then well you need more combat speed. you should let us build our characters how we want to play them. we already can give them combat speed when we level our champs. I like this idea. It would also open
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[quote who="B G P Hughes" reply="9" id="2700421"]Much more important is the fact that shards have become so irrelevant: what I think really concerns me on this one is that I currently feel no real incentive to go to war, unless I am unlucky enough in my starting position to have no food after the first city. Shards should be this reason, so they need to do more. I would suggest: ON SHARDS i - Go back to limiting more spells to requiring shards ii - differentia
[e digicons]k1[/e] This happened to me, too. Had to reload to get him visible again. Happens AFTER combat sometimes.
I keep crashing to desktop. There seem to be signs before this happens. It didn't happen in my previous world. This world in this new game seems to be buggy. Also, near me there are 2 crystal mines, five shards, five farms, gold mines, mines, libraries--you name it! Sometimes when I load it, my build screen in town shows no buildings at all, just the destroy building icon. Another time I loaded, suddenly my sovereign went invisible on the world map after combat. I had t
Yeah, same problem. You can't get rid of or unequip default equipment. If you buy/find a new item and equip this, it will unequip the default item, however, you can't then sell or transfer this gear to another character. For example, a retainer started with a dagger, and when I bought her an axe and equipped it, I couldn't transfer the dagger or sell it. Unequipping the axe automatically reequips the dagger.
"Cannot Destroy Building! This would make your city non-contiguous!" I understand that when I queue something up I pay for it and it shows the foundation on the lot, but if I suddenly need the resources for something else and need to postpone it, should I be able to cancel it? Maybe don't take my money/resources until it starts to be built--THEN make it locked in. Otherwise, if they haven't even started working on the building, I should be able to get me money back. <b
When any character gets a new weapon or piece of armor such as an axe or traveller's boots, I want to get rid of their old equipment. However, if the gear was on them when they were created/hired, it can't be sold. Why not?
Crashed on load. http://dl.dropbox.com/u/8947534/Elemental0_98-2010-07-29T19-16-40-99.zip
Seconded: I didn't get any animations on my spells, or the arrows the enemy archers were flinging at me. @Wyney: You have to click off of your unit and then just click the dirt somewhere in order to drag the screen around. It's kinda counter-intuitive, I know.
I have had different results in strategic battle mode three times now: First time: There were no spell animations/sounds, nor arrows Second time: There were animations Third time: There were no spells in my spellbook! I tried taking a screenshot but got only a black screen. What am I doing wrong? Thanks!
Great! Other than that, so far so good! I would like to be able to read about the technologies that I've already completed, though.
Freaking A, you guys. Anyways, re: diplomatic relations, of course diplomatic marriages are a good way to bring countries together. But what about sending children to be adopted by another faction? In feudal Japan, for example, it was common practice to do just this. You could send your son to serve with another empire as an adopted son of that lord/daimyo. It shows a lot of trust from the person giving up their son into the hands of a potential enemy. That would be a
[quote who="Raven X" reply="52" id="2693982"]I think the best way to make them useful in human vs human games would be to allow the player with the most Diplomacy Points to use them to affect the costs and consumption of resources in the game. [/quote] This sounds good for all games. Those with more diplomatic capital can exert their hegemony on the rest of the world, thus affecting economies and such, creating inflation and winning the minds of others' populaces. Ci
Thanks for the update Frogboy! Can't wait to see it! You're doing great! *This thread has been kept updated in the first post of a collection of ideas from the community re: the magic system. *Spellbook should only show combat spells in combat. *Spell research should be similar to tech research with the choice of which spell to learn and showing which are common, uncommon, rare, etc.
[quote who="MadMagnus" reply="21" id="2690840"]Here's some ideas for you: Lastly, the Magic. There is something odd about the Magic research I haven't been able to put my finger on. I like how researching individual spells works. I don't always see the benefit in researching down the magic tech tree, though. I feel like magic should explore some other gray areas or something. Researching that tech tree should make magic related things available that don't involve c
[e digicons]k1[/e] Very nice idea on the capping of shards, leonach2, LeBlaque. I agree completely on making them more important/strategic to winning. The augmenting of essence is right in line with what I wrote above. I like your idea about an essence cap, however I think only wisdom would be too low; perhaps a combination of two stats such as (wisdom + constitution) or something. This slow generation of essence combined with what I suggested about ways for light and dark side
♦[quote who="Gargammel" reply="11" id="2687581"]I thought of another way to gain essence. Lets say you give one of your essence to your champion, bob. He gains a few levels. You raise his essence up. He has maybe 5 now. If you are able to channel it into another unit, you should be able to absorb whatever they have. If this was thought to be too strong, it could be made to where you take it all, and they die in the process. Losi
I really like the ideas that you have been refining here. It seems to me that essence should be the stuff that makes a channeler so powerful--whether wizard or warrior. It should be the potential for power in undefined form, and when used for certain things, it is temporarily diverted to whatever that is (ie: stat boosting, item enchantment, retainer imbuing). Please consider these points in light of what we have been talking about here: First: What is a sovereign--lead
[quote who="VermillionChaos" reply="59" id="2683075"] Quoting Frogboy, reply 46The thing about essence being equal to where your mana maxes out is that the player is having to decide whether to imbue champions or stay powerful themselves. ...the way essence works currently is IMPOSSIBLE to balance. Wisdom is neigh useless in its current form because of Essence being the be all end all mana stat. I LOATHE wasted stats. As a point of balance a B
[quote who="Stmorpheus" reply="22" id="2682663"]well i love where this is going, you guys have really changed the game for the better with the new economy. i do have a couple of caveats though... 2. i recommend the spell be given at random, maybe you get 3 random lower level spells and 1 medium powered spell per book. take the MoM approach, its excellent.[/quote] Yes! With twice the number of spells, the replayability will be in the surprise you get by which spe
[quote who="Ryan Hanson" reply="44" id="2682185"]It's encouraging to consistently see Brad noting the same problems that I see when I play, namely the UI is click-heavy and still not that intuitive and magic is just not there yet. I realize most of the people on this forum are hardcore players who want tactical battles to take 30 minutes and will always want "moar spellz!!!" but remember there is a huge group of casual players who make up the majority of Stardock sales and if they
[quote]You're using Essence in the way we use mana. Any unit is going to have some sort of mana cap. We use Essence as that cap. The player is deciding whether to invest their essence into their minions (ala Morgoth) or keep it for themselves (Manos).[/quote] This is a sound basis for the system, with a couple of considerations: 1. Mana=gasoline; Essence=the size of your engine 2. Spells that require a bit of the caster in order to be cast should be spells t
Sorry if you read this in the other post: Essence SHOULD be the measure of a spellcaster's casting POTENTIAL. Mana SHOULD be totally seperate. (mana=gasoline; essence=engine) <
Essence SHOULD be the measure of a spellcaster's casting POTENTIAL. Mana SHOULD be totally seperate. (MANA=GASOLINE; ESSENCE=SIZE OF ENGINE) A caster's esse
Make essence more like magic skill points in Master of Magic. That was a very good system. Perhaps even consider that slider system between the mana, essence, and research.