[quote]Permanent death I agree with. Steward Denethor said it best I think... "He will not come save only to triumph over me when all is won. He uses others as his weapons. So do all great lords, if they are wise, Master Halfling. Or why should I sit here in my tower and think, and watch, and wait, spending even my sons."[/quote] Aren't you quoting the loser who eventually lost his country to Aragorn, the king who led his troops himself and acted himself directly, putting himself at r
LDiCesare
As long as Impulse 1)doesn't force you to work on start-up by default 2)doesn't crash the way it systematically did last time I tried it I don't mind using it.
Dominions 3 is in my opinion the best TBS multiplayer game.
The thing is, if the channeler's death is end of game, what kind of choices do you have when creating your channeler on small/tiny maps? I guess no choice but have him be strong. I also believe people will be divided on the issue, and that an option to either call him back or end when he's dead would be needed. But then we'll have to playtest it to know for sure.
[quote]Except I want the option to micro everything. To me micro is part of the immersion effect for the game.[/quote] I'm not against allowing people to micro. I'm against forcing them to. If you have to devise one unit per city to make the most out of their training/construction time, then you're forcing micro through bad interface. If you abstract training a little, then you can get the same effect without forcing to micro. You'll still have a lot of opportunity at microman
What will be different between the factions if: -Spells are mana dependent only -Units are built in worlbuilder ? Graphics? Names? That doesn't sound very interesting unless there are some special abilities, bonuses to production or some such. So: Production bonuses/penalties? Economic bonuses/penalties? Growth bonuses/penalties? Special monster that can be summoned by a national summon spell that everyone
[quote]Hopefully the random map generator can take that into account or you'll have some stange stuff, like huge rivers running through deserts (civ 4)[quote] Evert heard of the Nile? Water-side cities can have walls over the water. For instance Byzantium. Morale is fine to use considering pursuit can kill off most troops if you have fast pursuers, leading to fights that are more one-sided than fights to the death. But then you must take c
[quote]Solution 2 (e.g. MoM) : player is moved to a "limbo" where they cannot cast spells or are otherwise severely limited, and must cast a "spell of return" to return to the normal state - con: copyright infringement [e digicons];)[/e] - con: in MoM, it was rare for a wizard to actually succeed in casting this, so it was sort of just prolonging the inevitable, but it made it harder to win with 1 city versus 40 cities just by ganking a wizard (if they had enough, they could come b
I always play with all sounds switched off.
[quote who="Frogboy" reply="6" id="1932182"] When I click on a city and want to see how long it will take for my squad of Paladins to be made it will still say "9 turns" but that 9 turns will be now based on: 0 weeks for horses because they're available in town. 8 weeks for training. 2 weeks for supply of plate mail to arrive from Trinos 9 weeks for supply of enchanted long swords to arrive from Kaplar. Yet, in another town, it might only take
How do you know this is the case? In Dominions for instance, when your character is killed, you can get him back to life. Weaker in magic, and it takes a lot of priest-turns, but you can continue. Maybe Elemental's channelers don't die that easily and their power can bring them back to life, weaker, after a while?
Weather system would be nice if it was localised because it would open up the possibility of weather spells. If one could continuously cast draught on an area and cause it to dry and become unproductive for instance. Or other more or less subtle effects to ruin your opponent's land (yet another thunderstorm).
I disagree with the fact that GC good choices were hurting more than evil. It's always been easier for me to win as good than as evil in GC, because evil had nasty events, and diplomacy with good races was good if you were good while evil-doers didn't get that benefit. Overall it was quite nice. Still, I'd like to stress that NOT all fantasy have good vs. evil. Le Guin's Earthsea for instance. Also Indian myths and tales are much more shades of grey than good/evil choices. Dil
About the auto-resolve combat: Will you be able to give some tactical orders before the battle to help the outcome without playing it through (think Dominions). At the very least, will it be possible to set up the position of various units/armies in a stack at the beginning of the battle? I suppose it would also be useful for the full tactical mode (so you can put knights either in front or on the flanks depending on what you believe would help you best for instance).
Thanks for the info mittens, but will it be possible to write a map generator rather than reuse pieces of maps? Civ IV allowed to rewrite the whole map generation algorithm. It's pretty complex, particularly the rivers placement, but I'd love to be able to port my civ IV map scripts to Elemental.
Indeed, Civilization II Test of Time had a mod with air, land, water and underworld planes.
Will it be possible to mod random map generation the way civ IV allows us to? (sorry to repeat myself)
Mozilla Firefox has a chatzilla chat client that's pretty straightforward to use. /attach and /join and you're started.
I like the paper map idea very much. The other visuals look a bit fairy-tale-like, I suppose if you pick evil choices you'll have something gloomier? You say the game will be very moddable. Any details on what you'll make moddable? In particular: map scripts like in Civ IV? Races and units like in Dominions (I'm not asking to mod Ermor in, just 'standard' new races)?
And will we be able to mod races in?
Great! Looking forward to it.