And one important thing that should not be overlooked is that by having the ability to "buff" many spell types, as a result of both additional research and your INT score, it essentially creates many more spells to play with in the game. I'd rather have 100 well-balanced spells of which half could be buffed than 300 unique spells lacking in balance, ingenuity, etc. As Nathikal pointed out: As long as a fireball spell cast by me has the pote
LeBlaque
[quote who="TyLarson" reply="17" id="2666421"] A 10th level warrior specialist with a staff and leather armor could lose to a 1st level mage specialist in full plate with a claymore as the game stands. [/quote] Can you prove that through your prior mathematical manipulations because if that is true, that to me is game breaking.
Don't want to get this concept lost, it is a good game mechanic. I'm not sure about your formula or the need to go up 10 levels, but INT should definately have an impact on your spell effectiveness (Wisdom should be spell efficiency). A cookie for you...[e digicons]k1[/e]
I don't particularly mind the "D&D-based Attributes" -- or at least what appears to be such foundationally. I am far more concerned that these attributes have a relevant impact on gameplay, helping to distinguish one Sovereign from another even after a handful of levels are gained. By example 2) Spells can be researched to higher levels dependent upon one's Intelligence score (e.g. a 10th level fireball versus an&nb
It might be worthwhile for Stardock to sub-contract to a professional proofreader prior to release. There are a number of these kinds of grammar, spelling and punctuation errors which tarnish the polish of a game....
[quote who="Dagwood" reply="83" id="2666338"] After reading thru this entire thread and doing some additional thinking, I've tried to organize my thoughts. There are so many GREAT ideas in this thread it took me all day to digest them. I'm not adding too many new ideas here, but did want to support the ideas I truly thought would add fun factor to the game. [/quote] Kudos to you for going to all the trouble
Brad said in a recent Dev Journal: Spells. Need a LOT more default spells that you can learn. And requested our feedback. So... barring the typical D&D, MTG, and other games' ideas, hopefully add something original: Meg
The print on the following Kingdom Report is muddled. http://screencast.com/t/NjEzMTc0Njkt
Hit Points are not updating in the GUI properly (e.g. between GUI and "Magic Cards") as shown in the following screen shot. http://screencast.com/t/MGM1ZTU4 Similarly, Population is also not updating properly as shown in the following screen shot. http://screencast.com/t/OWVmYzE2Ym
As shown, I could not actually build an Earth Shard despite any other evidence to the contrary. http://screencast.com/t/MDk0MzE3
During the re-loading of a saved game, the right-side Icon Notifcations appear telling you of things that you have already built throughout the game. This is unnecessary and confusing information. http://screencast.com/t/NGJkNTZhYzEt
Something not right with respect to the GUI overlay: http://screencast.com/t/ZjI3YmIw
[quote who="Dougful" reply="64" id="2665762"] It is vital that the essence/fatigue recovers on its own at a reasonable rate, and doesn't effect or interrupt character leveling. DO NOT AGREE WITH THIS. It does not make sense to have to lose essence for casting minor combat spells etc. Not to mention that it severely limits spell casting sov's. DO AGREE WITH THIS. [/quote] I think the whole game mechanic of E
There are some really great ideas in this thread a portion of which are reflected below; however, fundementally I don't think we've arrived yet at some solid and agreed upon definitions of some game variables that would ultimately drive a fun and robust magic mechanic. Based on what I've read, and my own thoughts, I opine the following: Essence: The "unique lifeforce" of the Sovereign-- a distinguishing characteristic that separates thi
Pretty self-explanatory: http://screencast.com/t/ZWRhZDU4
I have the same duplicated bug shown at the following link: http://screencast.com/t/NmUxMWVhMj
Not a bug, but a game design decision. If you have heroes on auto-explore they can be killed with no notification [in .803] or if there is notification it is not easily notable. You are right IMHO, a notice should pop-up informing you that you've lost a hero, family member, or some other "major" character.
Good idea. Also we are keeping the bright yellow marker for the quest location even if the quest is cancelled through a Nobelwoman's death in transit, etc. (at least in 0.802). BTW the YELLOW of the quest locales blends in too much with the yellow of City borders in the cloth map. Could you perhaps change the color of the quest marker to orange or some other shade?
[quote who="Blaze of Glory" reply="13" id="2661782"]One idea could be that to Raze a City requires one per unit of occupation * # of buildings per turn [copywrite 2010][/quote] Best idea here.[e digicons]k1[/e] Age of Wonders abstracted Razing by requiring a certain #/power of forces in the razing army. OP is correct that rather silly for 1 unit to burn down a Level 5 City in one turn. 10 units burning down 10 structures each turn... I'm good with that.
[quote who="Annatar11" reply="6" id="2661721"]I'm pretty sure at this point the release is locked and they can't delay it. To be honest I'm not worried about content as much as I am with overall polish. This may be a personal thing, but when I look at the UI in the latest HOMM and then at the UI in King's Bounty, I'd say a lot more care went into making the King's Bounty UI good and pleasant to look at. By contrast, HOMM's is functional and that's about all you can say for it. The
[quote who="Annatar11" reply="8" id="2661713"]The best way I can think of to limit the "Well, just get every city to level 5" thing is to not have a reason to get every city to 5 . This, and most other ideas on how to prevent all similar level 5 cities mostly depend on having the required variety of buildings to construct, which currently isn't quite the case. [/quote] And I think this is the key, to NOT have a reason to get to level 5. Wherea
I like many of your ideas and mostly your overall theme of Settlement/City differentiation so... [e digicons]k1[/e] to you. What concerns me as much is that everyone will attempt to build (at least what we've seen in the Beta thus far) a full blown Level 5 City for all of their settlements. There is NO reason to stop at a level three locality (a smaller village) which should have some kind of intrinsic benefits to add to gameplay choices. Look at the follo
Shameless BUMP... I really, really, REALLY would like to see this implemented. I am playing a MP game of Age of Wonders: Shadow Magic and it get really, really, REALLY boring watching a tactical battle that my opponent plays against 16 AI forces. zzzzzzz. This would be just a great addition to the MP game of Elemental.
Sovereign gained 3 levels after one kill... that is just a bit too much. Should've died or too much experience. http://screencast.com/t/MDJmODEzMz
The following are representative of building feature descriptions in the "Magic Card" and Building GUI that do not match. http://screencast.com/t/YzcwNTBlYjUt http://screencast.com/t/MTBkMjY2MTk Both the Tax Office and Town Council (examples) card flavor text do not match their building text. For example +20% gold is reflected in the building text as "