Elaboration: If randomness is to play a role in the risk/reward relationship, then the categories defining the possible rewards at a given event or location need to be much more balanced. ie. Instead of a statue yielding either a golem or a hate stone, which contribute in differing ways, and have varying values at different points in a game - it should always produces something of relatively equivalent useful
cardinaldirection
I really hope this thread gets dev attention. The sheer degree of randomness between risk and reward in this game drastically detracts from it's entertainment value. Instead of acquiring a sense of accomplishment for efficiently exploring and expanding into a randomly generated sandbox, I feel like I'm riding a randomly generated roller coaster. Simply saving, quitting, and loading can dramatica
Flying through some gray clouds of my own at the moment, also working to migrate from the first pic to the second (& SIMPLIFY) - the silver lining is much appreciated.
Great post - worth digesting every word! Derek, please read.
>This bone still has some good pickin's.
[e digicons]k1[/e] While I feel that a couple of your numbers are off, the idea is sound. Larger (/conceptually stronger) units should occupy more spaces in an army.
Watch em all
Long live the monkeys! [e digicons]:beer:[/e]
What exactly is the capital city icon? I would be curious to see it in a higher resolution...
Derek, Brad: please pay special attention to Haydun and mangadrives posts. I am currently playing Age of Wonders 1 more than FE for one reason above all else - the UI. Playing FE can feel like work; the UI lacks design cohesion. Data is just spread all over the screen and buried in sub-screens, with what seems to be little consi
Age of Wonders 1 still ..followed closely by Heroes of Might and Magic II/ III, still .
[quote who="FrostyThundertrod" reply="23" id="3330876"] I did practically live in that game back in 2003. If I was not asleep I was farming Garoo for there grinders.[/quote] [e digicons];)[/e]
The Quest for Glory series.
I've noticed this more than once as well. I suppose it could be rushing a new one immediately.
[e digicons]k1[/e]
[quote who="Chiarden" reply="26" id="3276372"]I love how I can make my cities snuggling with the vast forstes I preserve and placing each building in an RP context (workshop near the iron mine, cleric tower at the life shard that will become the true heart of the city, belltower not to close to the horses to let them find their peace). I even find myself switching dozens of times between two buildings just to make sure that the one I intend to place faces the right direction and even though i
Good idea folks, here's all the General Gameplay Tips from within the game.
:The capability to zoom from the omniscient perspective to that of the individual, and interact with the cause and effect chain at both levels. Design wise, I feel the innovation that fosters this functionality more than any other is the intricacy of the cloth map.
[e digicons] Edit: This pic makes a great desktop background by the way.
Seriously, don't degrade religious thought by reducing it to such a trivial conflict. I don't even eat meat, yet no matter how many countless healing items my carnivorous champions ingest in a video game, my dedication to truth and honesty hasn't wavered in the least. To each their own.
Quest Wizard / Creator - https://forums.elementalgame.com/417220
See here for screenshots.
[quote who="petrossa" reply="33" id="3272540"] *snip [/quote] Excellent write-up; and vaguely familiar. You have an extremely acute sense of awareness, thanks for sharing. Forwarded around to colleagues.
[quote who="SOLOSOL" reply="46" id="3272586"] - Unique units. Each faction should have at least 2 or 3 unique units with an specific use. Like jugs. Like hench. Like slaves. I miss monks that can heal, magicians that can use one or 2 spells (attack or defence), druids that can entangle or daze...I think it can be easy introduced by adding traits. Many of the special units are deep in the techs, so it could be good a early specific unit (weak) and a powerfull unit for mid