[quote]" Of course, GalCiv didn’t have magic. In Elemental, the minor factions get a guardian unit that represents their tribe. Secondly, they get a special unit producing improvement. If you capture it, you can train units of that type. "[/quote] I would assume(I know, I know) that to take a Minor Village, a play
John_Hughes
[quote who="Raven X" reply="19" id="2672046"] Quoting John_Hughes, reply 6 John_Hughes retracts -3 Essences from Raven X for such a blatantly obtuse statement. NoooOooOOoOOoooo.... LoL There's a user here on the forums named "
[quote who="Peace Phoenix" reply="30" id="2672193"] Quoting MageMatthew, reply 25I will just add that one of my games on this build i got a nice shock. (No Idea what tech or ability choice caused them to show up) I was out for a long time looking around the map and then ported back to my town and Then i checked out the store it had a brown or black Horse and a whi
[quote who="Frogboy" reply="6" id="2671668"]Heh, I just made it so that monsters of different kinds will attach one another. This ought to be interesting.[/quote] You mention monster leveling? Would it be possible to spawn "young" monsters that would gain age, as well as increased attributes as they level? It would be somewhat daunting if every Bone Ogre that spawned w
[quote]"I prefer that building would use population as limiting factor. For example if you build school it will use 20 of population to operate and university will use 40."[/quote] This was brought up a long time ago and now seems an easy way to limit city growth but do so in a manner that does not detract from other plans, Leveling per say. Each Building placed, tha
[quote who="Raven X" reply="5" id="2671743"] Quoting jerome736, reply 1Is that a dragon riding beast in the right corner!? Looks more like some kind of Bear. See that, Lucky? You can make that "Bear Cavalry" now [/quote] John_Hughes retracts -3 Essences from Raven X for such a bl
[quote who="Tormy-" reply="23" id="2671384"]Froggie....just a note: The starting locations of the players on the random maps must be balanced somehow, or the multiplayer games will be imbalanced. Example: It wouldn't be good if player X would start near 3-4 special resource sites, while the first special site for player Y would spawn 20 tiles away from the starting location.[/quote] I am sure Frog understands that
it seems time we get our way points please. Creating units and having to go to town every time to deploy to the Front is wearing a tad thin. Thanks in advance...
[.305] 300 turns in. 290 turns loads but auto-save and pre-auto-save do not. http://dl.dropbox.com/u/8370296/Elemental0_805-2010-07-04T14-45-35-262.zip added a .DMP. The .zip was corrupt, assume it never got formed. 890 + turns, was loading more troops on a transport for delivery to an island. <a title=".DMP" href="http://dl.dropbox.com/u/8370296/
[quote who="Annatar11" reply="8" id="2669708"]I do believe that random maps should have a tech1 food tile (Fertile Land, not Bees/etc) near the starting location. Otherwise roaming around for 20-30 turns before you find one so you can put down your first decent city is not quite as much fun.[/quote] But in that first 20-30 (maybe 10-20) you can find some Loot or Gildar's, recruit some hero's or smack down some Bugs
And allow that "Yellow Stripe" to finish loading, just once, and you will see what it really is. ;)
Scaling with the option to size with the Normal - Large - Gigantic option left in place.
Hehehe. Imagine a Champion kill animation where they have another Champion down and out, just before the end, one grabs the other by the throat and his/her essence drains out and into the victor. Damn sweet that. As to the Tech and Attributes thought. They tend to be OP'd, useless, or everyone will have it making it moot on both sides. Essence based "bizzard collector
Since Mousing over seems to locate most things, you are not forced to hunt and peck. Certain huts do have sparklies on them and are easy to spot, but having a Purse send out beacon type location signals seems a bit "un-fantasy" like. If you turn on your Mini-map dealy (name escapes me) in the upper right hand corner, every tile reveals its contents. You have to read them but it is there to be had.
[quote who="LeBlaque" reply="19" id="2666926"] Quoting John_Hughes, reply 8 Again, I ask, different how? A Fireball is a Fireball. The only possible potential difference would be the power/damage output. A L3 buffed up FB is not different than a L4 buffed up FB... I do not disagree that 100 Balanced spells would beat 300 that aren't but power levels is not a real gauge of spell differentiation... Hopefully this will answer your question, John, but n
[quote who="Annatar11" reply="151" id="2667565"] Because Stardock servers will have MOD's Turned off.... To play MP Mod's someone will have to run a non-SD server for that game thus SD is out of the rules loop. It's the rest of your post that was the problem. and as such should be considered SP events amongst willing particpants and times for battle lenght are voted on Assumption #1: Assuming that MP has anything to do with anything. The combat system is going
Or do a 3-piece Quest. (the Hilt) - carries an electrical charge that adds to the weapons damage when striking a foe), (the Blade) - made of a tri-metal alloy that never dulls and slices through even the toughest of leather and medium steel armors with relative ease), (the Handle) - a jewel encrusted piece of craftsmans
[quote who="Annatar11" reply="139" id="2667540"] As to the MOD side... Once you employ MODS, then the game will have to take place on other than SD servers and as such should be considered SP events amongst willing particpants and times for battle lenght are voted on, set by the Server Admin or thrown the hell out the window. It will not be a Stardock concern at that
[quote]" In Elemental you can only have 10 units in one army." [/quote] [quote]" Right now. That won't last.[/quote] But Unit size will grow as more and more Army Tech is researched until you could have 10 Legions...
[quote]"Also to meet a 3min goal I am assuming strategic options and complexity in tactical battles had to be removed to meet such a time limit."[/quote] And how exactly did you arrive at that particular assumption? You do understand that any pending tactical battle "ONLY" happens when the two opposing armies reach what might be called the "critical" engagement range. <span style="font-size: small;
Thanks Mr. Frogboy. twitch twitch [e digicons];P[/e] [e digicons]:S[/e] [e digicons]o_O[/e]
[quote]"a fireball that is in fact a waterball,"[/quote] Now it may just be me but I cannot fathom how you can call a "Waterball" a "Fireball" no mater how many buffs it has applied. What does a Waterball do even? Put out the other guys Fireballs? That is my point. A Fireball is a Fireball. If you want a different effect using Fire, then create it and call it wha
[quote]"It's a strategic element to know how exactly things react with each others."[/quote] Wouldn't that sort of require the exact Formula ...? As to the other points made. I guess we will have to wait for Beta 3 and Tactical battles to see if "Poisons" and "Feints" get put in and how they work exactly.
[quote who="vieuxchat" reply="9" id="2666664"]But why not a "burning" fireball ? or multiple fireball ? Or fireball that track it's target ? Or a fireball that explodes on contact ? Tht's not just "buffs".[/quote] OK, a Fireball that "Burns" vs a Fireball that doesn't. Got it. Multiple Fireballs - aka "Fire Storm" A Fireba
[quote who="LightStar" reply="1" id="2665606"]Huh?? [/quote] That is one of the Mod Tools. You have to Match up the word List on the Left to the words on the board. When you get them all Matched (they turn Yellow) you then have a brand new Mod. :) Then simply Save and Compile. [e digicons]*_*[/e] <s