[quote]Depending on their allegiance, players build up life or death mana that can be used, in conjunction with the elemental shards that they control (earth, air, fire and water) to cast spells. What spells they know depends on what books of magic they have along with which of the spells in those books they have learned. Spells require mana as well as control of a certain number of different types of shards.[/quote] (from the "gameplay" section of this site) So I assume
_PawelS_
Yeah, I don't like the "micro expansions" (like Dragon Age), if you release stuff that the players need to pay for, it should be something big.
As I wrote in another thread, I prefer "TTBC" to WEGO, because I want to see the effects of my actions immediately, and it's easier for me to watch things happen in a sequence than multiple moves and attacks at the same time.
[quote who="Raven X" reply="136" id="2630486"]My friend, how many people who play Pen and Paper D&D can understand All the Rules just by playing it one time? Of course people aren't going to understand why something happens the very second it happens. At that point it's up to The Player to Learn, to Think, and to Adapt Their Strategy. That's why this is a strategy game and not Pong. I didn't start out as a "Hard-Core" player. I became one by learning and adapting because it was
[quote who="Raven X" reply="123" id="2630396"]Now I hope Some of You people see why SIMPLIFYING THINGS IS F'KING BAD!!!!!! Dumbing Down a System and Making it Less-Complicated is BAD!!!!! It purposefully ADDS DESIGN FLAWS!!!! Just because something is complicated behind the scenes doesn't mean The Player will be Bogged Down with Micromanagement. This is a Strategy War Game people!!! Treat it like one and stop turning it into a game of F'king Checkers!!!![/quote] I strongly
[quote who="Tridus" reply="101" id="2628640"]I guess the way I envision it is an option on game creation (either SP or MP). The engine would be built as continuous-turns, that is realtime with pausing (which is what it was billed as until this post). You'd have three options: 1. RTS - Pausing disabled in combat. 2. Continuous Turns - Pausing enabled in combat. In MP any player can pause at any time, possibly for X amount of time per minute as determined by another settin
[quote who="Alxander" reply="83" id="2628489"]My only complaints are with the spell and combat systems. The combat system I think should be heavily considered. RTS style battles will be more approachable to people these days as that is what the majority of games use, and those games use it for a reason. Turn based is slow, and can get boring easier - which is especially true for online battles.[/quote] I think it's better if this game is targeted at the "niche" TBS market. RTS is more
Turn-based and tile-based is what I like [e digicons]:)[/e] There are lots of RTS games (and TBS with RTS battles, like the Total War series), but not many purely TBS games, so this change brings me closer to buying this one [e digicons]:thumbsup:[/e]
[quote quoting="post"]Map Editor / Campaign. The two are tied closely together. It is our intention to make the campaign in such a way that a modder could create their own campaigns and share with the community. So we’re having to make sure we’re not hard coding things into our campaign. [/quote] That's good, I'm looking forward to see many great custom campaigns [e digicons]:thumbsup:[/e]
Yes, I'm the same PawelS [e digicons]:)[/e] You're right that it shouldn't be possible to utilize the cities of ALL races, some should be friendly to your race, and some hostile (like in AoW, where you have to migrate some cities that you capture, because you have bad relations with that race).
[quote who="Climber" reply="118" id="2621651"]It is time to revisit the thread "What should happen when you capture a town?" A new suggestion I've now (or did some one have already suggested a similar already? from the Dev?), is that when you have capture a new town of made of same race, you keep the population (even if it is of different fraction). But when the town is made up of a different race, the city population goes to 0. This does not mean ethnic cleansing,
Me likes.
[quote who="StillSingle" reply="1" id="2620703"]Time warp[/quote] Sounds interesting, what would it do?
Saboteur [e digicons]:)[/e] (Btw I think instead (or in addition to) spells there should be some counter-espionage (or "true seeing") units that are able to detect them) Or destroying buildings can be one of the abilities of spy units that can do other things too.
I think it's more likely that Blizzard will buy the rights for Elemental [e digicons];P[/e] (and turn it into an MMO)
[quote who="Bellack" reply="110" id="2618727"]I mean how many really play the campaign that comes with TBS games?[/quote] I do.
[quote who="Tridus" reply="143" id="2618651"]I don't think it makes any sense at all. There's only so much raw ore coming out of that mine. Why does the first foundry double the mine's effective yield, while the sixth foundy increases it by 32x over the fifth? At some point there's no more ore coming out of that mine for a foundry to process, and diminishing returns should kick in anyway. Why is the sixth foundry so much more effective then the first one, and when I build a new one
[quote who="GoaFan77" reply="9" id="2618324"]Its just an indicator of who is helpful on the forum of your choice. The people who have been around longer and more active tend to have more karma, so it can help somewhat when deciding who to believe.[/quote] Thanks for explaining it, I'll give you karma for this post [e digicons]:thumbsup:[/e]
Good idea, creating custom monsters would be even more fun than normal armies [e digicons]:)[/e]
I think building a large number of foundries would be boring, it's better to have some technologies that allow building better types mines and foundries (and maybe a discount in the amount of iron needed to build units). Only one building like Foundry should be allowed per city (I'm not in the beta, so I don't know how it is in the current version). City specialization is good, but it should be related to things that can be "produced" only by the people (gold income, research, army tr
Are there any advantages of having a high karma? If not, what's the point of the whole karma system of this forum? (I'm just curious, I don't think I'll ever have much of it [e digicons]:)[/e] )
[quote who="klaxton499" reply="5" id="2617981"]On the subject of leveling... why are we using a point distribution system. Selecting traits and skills are more fun and intutitive. "Under the hood" the effect could be the same. (e.g. Selecting the skill Nimble could add 5 defense or Heart Seeker could add 5 attack). You have to admit though selecting Heart Seeker is more fun than clicking the little plus symbol 5 times.[/quote] I agree.
I think teleporting should be allowed only for small armies, or "special forces". As I wrote earlier in this thread, I don't like the idea of mass teleporting of large armies, it will make defending your territory with one big teleporting army the only viable option. Using static defense and increasing army mobility by building roads and fast units will become unimportant. If such possibility exists in the final game, I'll make a mod that disables it (unless it can be disabled in options, as
Looks like I started an interesting discussion... Of course there are differences, the Empires ideology is not an exact copy of Jagang's ideology. But there is one important similarity: they both despise liberty and individualism.
Well, I think quests are fun for most people, while multiclassing is fun only for RP maniacs [e digicons];P[/e]