[quote]Okay with that out what kind of canidates would you folks like to see in the roster?[/quote] How about a head of your faction's Merchant's Guild to help you get more out of caravan traffic? Perhaps including the heads of other sorts of guilds might be able to give your council/faction more identity also, e.g. a Master Armorer if you're a warlike faction or a Master Mason if you are more of a builder than a fighter.
Philocthetes
[quote who="alway" reply="5" id="2131970"]Ya, it is a great idea. The only problem I can forsee is that unless you mod the channeler to be fun to control, battles may be a bit boring. A channeler would usually be in an army in battle, and so will need to be simple to control in battle to prevent it from being overwhelming in normal gameplay. This could leave the player of a single channeler as his army bored since they would have very little to do.[/quote] That assumes that playing Ga
[quote who="GHenrikG" reply="1" id="2131937"]... However, for the sake of discussion: it could be your puppet king to draw all attention (and assassins) away from you![/quote] Now there's a darned neat idea. I also read Scott's post to be using Sovereign as a synonym for channeler (the player's character). It would be a very neat twist, however, if you could do something like appoint one of your champion units as a sort of prime minister and take yourself out of the political li
I hope this sort of playstyle will be possible in the vanilla game. Sauron is actually more like what folks seem to think a 'normal' channeler will be. He invested essence in Mordor and in the Nazgul, and, of course, the Ring. Gandalf, on the other hand, is clearly a Major Power in Middle Earth, but he wants no land or people to rule. We haven't seen any details on game setup or what things might look like at the start of Turn 1. GalCiv2 begins with your homeworld established, but ple
Just felt obliged to mention that the coming soon blurb for Elemental on Impulse caps the multiplayer crew at 8. That could still be a fair amount of clutter on a shared map or a fair number of maps to share, but it is a long way from 20 or more. [quote who="CapnWinky" reply="7" id="2131910"]...Speaking strictly multiplayer here...I dont really care how names are decided but I would want all players to share those names. In my mind, it will make communication waaayy easier.
[quote who="landisaurus" reply="3" id="2131280"]... I *know* modding will change that, just based on how frogboy's been talking about it. (not to mention my own plans) I suspect that some fantastic creatures will be easier to obtain than others, possibly some coming in units or swarms (i mean honestly how else could something like a 'goblin' act on a battlefield holding mostly large units)[/quote] After I typed reply 2 above, I saw some stuff from Scott in anoth
[quote who="Denryu" reply="24" id="2131517"]... Tridus: Over-complexity just means more rules to learn and more chances for bugs. When its about the name of a river, why does it really matter? /applause[/quote] Agree on the getting over-complicated point, but naming stuff really does matter to those of us with a strong RPG streak and probably others. Even if a river has no mechanical role in the game, naming it is part of transforming a randomly generated map in
Levels. They are OK for ships in GC2, but for a 'character' unit, I'd rather see milestones that let me choose where to invest experience points. Do I want to increase my essence, or is there another stat or skill that I'd be better off improving at the moment? Maybe right now, I really need to be better at hitting the books, or maybe I have a drama-queen grudge against a rival and I want to do everything I can to get ready for a big, formal, no-magic duel. The word also worries me be
[quote who="landisaurus" reply="4" id="2129971"]... pre-renaissance warfare was entirely about having the biggest armies. It wasn't until the begining of the renaissance when things like crossbows, complicated war machines, and guns started to appear that allowed for anything other than biggest army to matter. ...)[/quote] Apologies for quibbling, but I'm pretty sure the only item in your list that isn't ancient tech is the hand-held gun (rifles and pistols). The crossbow
[quote who="Jonny5446" reply="9" id="2130297"]... obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain)... [/quote] But what about things like the Ancient Power of Geoff the Slug maintaining a modest few tiles of swamp in the middle of a large post-cataclysm desert? I'm kind of hoping to see 'odd' things on the map th
[quote who="NTJedi" reply="8" id="2129973"] ... The player who has the majority of ownership for a section of map terrain should have the ability to rename the location for everyone in the game. ...[/quote] Still not sure I'll care for multiplayer, but if I did, I'd still want some ability to maintain the map coordinates & location names separately somehow. I'm thinking of things like " Istanbul's
I'm also very glad to see the uptick in dev posts. Any chance of a journal post on magic functionality soon?
Mountain peaks as so-called 'dead tiles' would be a swell thing for those of us in the Wild Spaces camp. No wall-to-wall fantasy asphalt for me [e classic];)[/e] Those and the high winds idea remind me first that I'm a bit worried that we won't have any flying units. They also remind me of when I was studying in Austin and met the director of the terribly under-appreciated doc flick Plutonium Circus and learned
Re names on maps, GC2 has a player-centered version already. You can rename stars and colonies regardless of who occupies them. What I'd like to see for Elemental is a way to view what names the other civs have put on the map--some sort of map room that you need to stock up via something like espionage spending or appropriate clairevoyance spells. The multiplayer question CapnWinky raised seems to make something like that an essential companion to enabling players to name map features
[quote who="Denryu" reply="1" id="2128968"]... I like the idea of being able to recruit from some dungeons. It seems like that would favor the Fallen though, to maintain game world suspension of disbelief. It seems like havingevil creatures being recruited to the good guys arnt would be strange...although I guess there could be neutral critters in dungeons. ...[/quote] Hmm. I hadn't even considered the idea that all 'dungeons' would be inhabited only by evil creatures. Some combo of m
[quote who="BoogieBac" reply="21" id="2128703"]I dont know if I mentoned this in another thread, but one idea I had (again, ideas are the easy part) would be to allow certain dungeons (catagorized into caverns, ruins, and towers), once cleared, and a spell of control is cast upon them, to be 'tapped' for recruitable creatures. Almost like our current setup...you need an Archery to train Bowmen, Stable to train Calvary...here, each controlled dungeon would unlock various creatu
[quote who="Ynglaur" reply="20" id="2128769"]I'n not so sure that such loyalty is guaranteed. Western democracies elect crooks all the time. [/quote] That was sort of one of my points, although I don't think you need to narrow scope to such recent history. After all, a great many stories about royal families are full of all manner of betrayals and murder, including things like suborning Royal Councilors, senior eunuchs, and princes and princesses who cannot inherit.
[quote who="BoogieBac" reply="4" id="2128695"]Ack...I was hoping that 'feature' of GC2 had been forgotten. ...[/quote] I think at least a few of us remeber it fondly despite y'all learning that the idea was way too tall an order. My main hope for Elemental is that it's version of the Events tab will be stronger. GC2 does not track diplomatic events very well, does not identify the source of acquired techs, and it lost the filter functions that were there briefly in the beta.</
I get the impression that fantastic creatures will be individual recruitments and not a steady-supply model. Maybe modding will be able to change that.
[quote who="landisaurus" reply="15" id="2127945"]...I'm with GW swicord on this one. Why would dungeons refil with monsters? I mean maybe giant cockrooches and stuff, but things like dragons and what have you? I can't imagine why they would come back. ...[/quote] I think my parenthetical aside must be confusing. I was agreeing with NTJedi that larger dungeons should have something like a local ecology that would eventually make them dangerous and/or interesting to e
[quote who="landisaurus" reply="8" id="2127941"]I'm not familar with Fafhrd and the gray Mouser. Does boba yaga's hut play a big role? I'm curious to see how she/it is used. Is it something you recommend?[/quote] Fafhrd and the Mouser are *the* dynamic duo of classical fantasy lit, IMO. I don't remember how many appearances Baba Yaga makes in the stories. My sloppy memory is that she's an occasional 'guest star' playing a role similar to the regular scary entity ad
[quote]no, a great many people can afford good taste. [/quote] I'm very bad at joking online. It's no fun to point out that just because you can afford good taste doesn't mean you could ever have it ("taste" is a personal trait, not a commodity--you have to have at least a minimum just to hire a decent decorator). The line was just an elitist crack about money having little or no correlation to quality when it comes to 'the arts.'
[quote]Ideally the larger dungeons should be more likely to eventually refill with new creatures[/quote] There's a rough analog to this in the re-spawning anomalies in GC2, and the idea definitely makes sense from a 'dungeon ecology' POV. (One of my favorite tabletop RPG refs was obssessed with designing dungeons where monsters *lived* instead of the more typical What's Behind Door Number One design style.)
[quote]Baba Yaga's hut" style (it has chicken legs for those who are not familar with russian folklore and/or played Quest for Glory[/quote] Or read Fritz Lieber's fabulous Fafhrd and the Gray Mouser stories. Here's hoping an artsy modder can give us that one soon after RTM.
Anyone else seeing all the fonts go bold & italic starting with Darkodinplus' reply 80?