I think calling a player's territory/area of influence "Zone of Control" is confusing, because this name is usually used for a completely different concept in gaming.
_PawelS_
I'm not sure what you mean, you can buy MoM at gog.com, and it runs with DOSBox.
[quote quoting="post"]We will create a consistent design, we will document that design, we will march toward implementing that design.[/quote] This is what Stardock should have done from the start :)
So can we expect some dev journals from Kael soon?
Civ5 worked well for me on release day.
[quote who="Dhraconus" reply="11" id="2787565"]My opinion is that time and money are limited resources in the production of any game. If a large chunk of both goes towards making something I will watch maybe once and then hit escape to skip ever after... well that's a waste of both and I wish they had put that time and money into making the game (mechanics, replay value, complexity, stability, etc...) better instead.[/quote] That's why I'm happy that they made only an intro for
Civ5 with the ability to design your own units would be interesting...
Elemental is "imprisoned" on Impulse (theoretically you can run it without Impulse, but to get updates you have to use it). Steam is evil and Impulse is good?
I agree with the OP. [e digicons]k1[/e]
Seems it became a tradition that there is a hotfix after every patch [e digicons]:)[/e]
AoW2 & SM have zooming [e digicons]:)[/e]
I agree that MoM is not a perfect game - there are bugs, the AI is bad and the balance has problems too - but it has so many good things in it (races, units, spells etc.) that I'd like to see a game that is similar to it, but without these problems. If MoM was perfect, we'd be playing it instead of posting at this forum that Elemental should be more like it.
The global mana pool is a good idea, but there should be also "channeling points" (like in MoM and AoW) that limit the amount of mana that a sovereign or champion can spend per turn for casting spells.
I prefer turn-based battles too, but their implementation in Elemental still needs loads of work.
[quote who="marlowwe" reply="168" id="2765761"]Considering that the name of the game has 'civilization' in it, I'd imagine ANY civilization would be a key part of the game. And if a civilization is not a key component of the game, then what the hell are we playing? From a designer's point of view how can a Civ game be good when you can just cut and paste different Civs in and out without it affecting the whole game dynamic? Imagine if Diablo 3 came out with a fourth class but you'd
[quote who="falconne2" reply="149" id="2764936"]I'm dubious about it too. I'm all for tactical warfare on hexes, but I think it should be fought out on a separate tactical screen. It doesn't make sense, scalewise, to have the tactical warfare on the strategy map. A hex is big enough to hold a city, so it's big enough to hold an army, not just some archers or tanks. They should have gone with limited size stacks, with a tactical mode similar to AoW:SM. To be honest I wish they'd gone
[quote who="valdr666" reply="206" id="2764912"]Disciples 3 is awesome. I've bought it on sale at Impulse to give it a chance (I've heard many critical opinions) and I am positively surprised. The battle is greatly improved in positive way, it's no longer jRPGish boring combat we had in earlier games, this time we get more tactical combat just like in true western RPGs - units defending other units, special hexes that give bonuses, units have more special abilities etc. The combat has just bee
For me the most important thing is what I call "diversity": There should be multiple factions with different game mechanics, bonuses and available units/unit components, which encourages the player to use different strategies when playing them, which increases the replay value. Also there should be multiple unit types that are really different, and should be used in different situations - examples: fast cavalry units, good for scouting; hidden units that can infiltrate the ene
I want Elves, Dwarves and Orcs! Undead are boring [e digicons]:rolleyes:[/e]
[quote who="tetleytea" reply="59" id="2759990"]The problem with Panzer General-style combat in Civ5 is, that doesn't get very fun until you have fliers. In Civ, the game is usually already decided by the time you build your first plane.[/quote] I'm playing Elven Legacy (and Fantasy Wars earlier), which has a similar combat system, and for me it's fun even when I don't have filers.
If you want a game where the combat is similar to Panzer General, try Civ5 (when it's released).
[quote who="valdr666" reply="38" id="2759698"]I am grateful that where I live the whole boxed AoW anthology (AoW, AoW 2 and AoW:SM) costs no more than 7 bucks and I could easily get it. The game's going to be digitally re-released according to the official site, unfortunately at Steam ...[/quote] Brad confirmed that it will be on Impulse too.
There is a new game in the Civ series every 5 years, I think it's not too often.
I think I will prefer Civ5 over Elemental, mostly because of the 1-unit-per-hex rule, which will remove the "stack of doom" problem from the Civ series (so it won't be just another Civ game, it will be significantly different), and because IMO Elemental lacks depth, diversity and excitement in its current state.
All spells are listed in the Hiergamenon (have I spelled it right?), but unfortunately they are in alphabetical order, not divided into books.