I think instead of hoping a whole bunch of wishlist items on v1.2, it should be considered for Elemental II instead. I remember Gal Civ 2 was definitely a superior game compared to prior iteration. Unless there is sweeping change for 1.2, it's not going to match the expectations from everyone, nor is that really technically efficient to implement. The game core is already there. I say let's try to improve on existing elements, such as AI and fulfilling existing features, for 1.2. Then
Master_of_Magic
2012? The year that Stardock released "Elemental 2: Return of the Master of Magic" [e digicons]:D[/e] All I'm asking for is the feeling of combat magic fun from MoM, and then plus the 4x building framework of Elemental, plus the modern interface and graphics.
[quote who="Lord Xia" reply="3" id="2853306"] And if you say, Stardock, the game wasn't complete when it was released, they say "Just because you don't like the final product, doesn't mean it wasn't finished" Like selling a house with three walls and no bathroom, that's how it was designed, if you don't like it, don't buy it. But at least with the house, you could see the faults before you bought it. This game isn't going to be what it should have been on day one for a
What will x64 do for this game? expanded memory usage on big maps?
[quote who="Stuie_acs" reply="8" id="2812439"]It would be nice if the whole dynasty system actually mattered. Make the turns "seasons" and give some recognizable sense to ruler/child aging. Give the ruler a target life-span based on constitution; they could even add spells to extend life. Then when the ruler does finally die, his or her heir could take over as the leader. Etc. etc. There is so much unmet potential here.[/quote] Definit
Fun game still, I fired it up again, and this time with 1.40f and Impossible difficulty. Normally I do fairly well against AI, but this time the AI actually whipped my butt right from the start, and fought me tooth and nail on the little island property I had. Then eventually the one most powerful wizard casted the Spell of Mastery, this is the first time I've ever had Spell of Mastery casted against me!!! I could not stop him in time, and I lost! Someone wake me up when SD patches El
[quote who="Addage" reply="50" id="2780452"] Good forum, nice to know alot of old time PC strat gamers still exist[/quote] I believe it's fair to say a large number of people on this forum were MoM-fans, or had this "addiction" fueled by Master of Magic. And of course it's not just MoM really; it's just easy to identify something we enjoy by using MoM as an example, also MoM had so many of the positive things. Let's not forget other games that also contribute
[quote who="Kalin" reply="7" id="2778518"] That's a 4 stack, a 1 stack and a 12 stack of young dragons in game... 17 dragons, in one battle... does that qualify as epic enough? [/quote] Awesome dragons! On the other hand, the game should limit how many dragons you can bring into one battle. From a tactical battle sense, 12 dragons can't all fit in that little square. [e digicons]:|[/e] Also having a "killer" stack forces people to c
That's hilarious. But hey, this is the magical shard world, bears can be concerned with current state of affairs.
This is definitely headed in the right direction. And to still maintain some of the RPG feel and character individualization, you can simply make some characters more "adept" at magic than others. ie. if they're level 5 caster or whatever, they get a bonus in potency of magic spell, or a mana cost reduction, or some other special power tied to the individual. This means the Sovereign as well should have some uniqueness. And the kids as well, This also opens up possibility of Sovereign marryin
A long but thoughtful post, thanks. This is the type of beta testing feedback that would have made the Elemental launch a lot better.
[quote who="Frogboy" reply="29" id="2778781"]Probably a better way to look at it is that shards will provide N mana. Spells, therefore, will cost M mana and come from a global mana pool. Because mana is global, strategic spells no longer need a caster but can simply be "cast" on the map which gives rise to all kinds of things that just didn't make sense when the caster had to be physically located nearby. [/quote] That's definitely
I suspect that part of the problem plaguing EWOM is that SD released it with an eye toward coming out with more feature rich expansion packs. Therefore some game features, such as creating custom weapons/items, while made sense to have, were intentionally held back until the next expansion. In games back in 90s, each game was its own game. If there's further development in game ideas, then that becomes a sequel, not just merely an expansion based on the same game. You have to go all o
Is there particular reason Tactical combat is disabled by default? does the unofficial patch somehow make tactical not desirable?
ALT-ENTER definitely makes the game much nicer to play in DOS BOX, but it also reveals the sad state of low VGA graphics. I wish Simtex had done SVGA 640x480 back then, the look of the game would age much slower. Also the modern wide screen changed the aspect ratio of the game, and generally makes the graphics more "fat"....I wish DOSBOX didn't simply conform to the screen area.
Great post Suunman! Particularly about why people find MoM to be fun. MoM is not a great game because it had stellar AI; it is simply great because it is fun to play enough that you can overlook the other shallow parts while playing the game. And technically, its AI wasn't bad when it came out in 1993! and low-res GFX was fair for its time period too. If it had stellar AI and maybe sprinkle of hi-res GFX, then it'd be THE GAME of ALL TIME. One thing perhaps MoM may be "advantaged unfa
Creativity with Magic is the key to MoM's success. The game has its faults with AI bonus, but it has interesting and diverse units that people enjoy looking at playing with. It is also a game made by people who understood how fantasy magic warfare works (or suppose to work in fantasy novels or RPG type of games).
If there's ever a choice between preserving ability to load old saves or not, I think the development team should tilt toward doing what's necessary to update the game to get good balance and game mechanics. Surely it would cause problems for some old saved games, but if the changes are fundamental enough, then I believe most users would much rather starting a new game with nice additions, than continuing an old mediocre save. If people want to be able to finish their old saves, they
Why not make a "Hardcore Mode" where you cannot save until at particular location, or at certain time period. I forgot what it was called, but it was in the Fallout: Tactics. In the game set up, you can check the box for "Hardcore", and your characters gain additional experience when you use this game mode. You cannot save the game during combat and can only save at the base. This should be an option, because as we all know, it's hard to resist temptation. When you purp
Monsters are annoying but just like when you expand settlement in real life, wild animals become encroached and come visit your settlement more often. There should be focal pt for monsters (ie. monster lair), but the occasional incursions need to happen so to keep towns on their toes. The real solution is not to restrict the monsters, but to have a more AUTOMATED way of dealing with them. Maybe some units can be given options to guard as sentries, which means they'll at
In real world, kings/emperors have led their troops onto the battlefields since time began. Sometimes with glorious outcomes, and other times with disastrous results for his country. But this is part of the "epic" feel of strategy game. If the user or AI wants to risk Sovereign, then they should be allowed to, as long as there's sufficient pro/cons to consider. Then they have to deal with the outcome. That's all part of the gamble that makes game (and real life) interesting. This
[quote who="alborrelli" reply="24" id="2761443"] Quoting Astrobia, reply 3 Have contraceptives been invented yet? Yep, it's called sending your wife out in the wilderness, unarmed against a powerful stack. Especially since we can't re-marry (sadly overlooked).[/quote] Errmm....bad strategy, sending the wife out against a powerful stack might get you more red headed kids 9mo later. [e digicons]
eldrone, you did a good job, it is definitely better than the original. The original somehow looks washed out. I don't know if this is due to particular style, or just result of trying to get art done as fast as possible. On the other hand, maybe the original is a closer match to customizable character appearance in game.
it will be pretty cool to have a SUPER SOVEREIGN...that comes up when you have elemental magic together...."By your powers combined......" [e digicons]:D[/e]
There's reason people mention magic from Dominion3, AoW, and MoM, because they are interesting and fun to play. Elemental doesn't need to be exactly likely those games but it is a game, and it needs to be fun and interesting. And since it's a Magic 4x game, then it needs to have Magic that's fun and interesting. I think that's all people are asking for. If SD can make Elemental's magic system exciting to play in its own way, then that'll be great. But until Elemental is fixed to a point where