VicenteCartas

VicenteCartas

Joined Member # 938298
1 Posts 509 Replies 1,422 Reputation

[quote who="Tormy-" reply="41" id="2431773"] First: True, but it's still a dumbed down and primitive strategy game. Second: True, and if these won't get implemented in the vanilla game, it must be possible to add new dmg types, resistances, immunities via modding...as for attributes and abilities...I don't know. It wouldn't be easy to mod in a new attribute...I think so at least. Third: So? I was talking about Civ4's ATT/DEF system actually. Tactical battles or not.

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[quote who="pigeonpigeon" reply="38" id="2431658"] Personally I don't think that argument is as pertinent as you make it out to be, particularly in this case.[/quote] I think it's pretty solid given how things are designed, at least compared to the "taking the best parts of other games and putting them together will create a great game". Things aren't designed in a vacuum and there are lots of things from one system that affect others. [quote who="pigeonpigeon" reply="

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[quote who="Tasunke" reply="116" id="2431735"]well, the presence of an elite or proffessional soldier (especially a hero or royal family member) could inspire the Militia and Peasant forces to higher (morale? hp? attack power?) ...[/quote] I would love if those type of things were encouraged.

123 Replies 279,603 Views

[quote who="DemiBoss" reply="33" id="2431472"] Dominions 3 are one of the deepest game every created next to the romance of the three kingdom games. What do you mean dominions 3 is much simpler game overall than Elemental?[/quote] Do you remember how complex is province building in Dominions? Can you customize units? Can you research technology? Dominions is a good game for the target Illwinder set to it, but that's a pretty different target than Elemental (Dom

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[quote who="NTJedi" reply="32" id="2431284"] The developers have already posted the combat system plans are to match those of Baldurs Gate(RPG). The developers have also posted how they would like to see the game eventually modded to provide an RPG game. [/quote] A link for this please? I suppose it refers to the continous turns mechanic and not to the whole DnD ruleset, but who knows. About modding, that's a total different thing and doesn't affect this argumen

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[quote who="Tormy-" reply="31" id="2431062"]Vicente -> We don't need to have a very complex combat system, like we have in Dominions. However, if the combat system will be primitive [Civ4 style], this game will fail. [Actually it won't, since lot of Civ4 players will play with it I guess, but the serious strategy gamers will abandon it for sure.] This is why we need to have elemental damage types, resistances and immunities also...these are SIMPLE yet COMPLEX gameplay elements...

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[quote who="pigeonpigeon" reply="106" id="2430960"]Like I keep saying, if troops are implemented well then there will be no such thing as 'the best strategy.[/quote] Customizable units + magic = pretty hard to balance units even if they are implemented well. That's why I think another mechanic is needed, even if it will limit a little the player choices. And again, even if only 5% of your armies can be elite units, that doesn't mean you can't have a pure elite army, it me

123 Replies 279,603 Views

[quote who="NTJedi" reply="29" id="2430672"] Dominions 3 proves lots of attributes are not a problem for fantasy TBS gaming. Considering Elemental has plans for battle combat to be the same as BaldursGate it's even more important for attributes to provide unique combat experiences.[/quote] I highly doubt Elemental (TBS) has plans to have combat like Baldurs Gate (RPG) at a bigger scale. Most mass combat systems that are based on DnD elements are horribly complicated (like C

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[quote who="Tormy-" reply="27" id="2429929"] Huh? I don't understand your point.[/quote] Dominions is a much simpler game overall than Elemental, that's why they can afford a pretty complex combat system (that is totally build around the concepts of human vs humand and play by mail). Elemental is a total different beast, even the game focus (single player) makes it totally different from a design perspective. [quote who="Tormy-" reply="27" id="2429929"]What is this h

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[quote who="pigeonpigeon" reply="102" id="2430097"] First of all I'd like to point out that medieval Europe is not the only time or place in the history of the world. Sure, the world of Elemental is loosely based off of medieval Europe, but not entirely. There wasn't magic in the Medieval ages, despite some people's belief. Also, whether or not something was prominent is irrelevant. What is relevant is whether or not it's believable and fun. Training troops is believable.[/quote] <p

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[quote who="NTJedi" reply="23" id="2429576"] Wrong... take a look at Dominions_3 and you'll see having many attributes is what provides such great game depth. Check the forums on Dominions_3 and you'll never see anyone complaining about the many attributes. Dominions_3 is one of the greatest fantasy TBS games and it still has a very active community. [/quote] Wrong, Dominions 3 lacks unit customization, city building mechanics or technological research. Not given

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[quote who="pigeonpigeon" reply="97" id="2429783"] Hiring units is totally artificial and alien? What, were medieval armies made out of clay or something? Sure, depending on who, where and when some armies were composed largely of conscripts, some were composed largely of professional soldiers (ala knights), some were composed out of pretty much the entirety of the male population (ala the mongolians), some were largely mercenary. But you are trying to tell me that no nations

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[quote who="pigeonpigeon" reply="92" id="2429338"] Eh, this seems different to me.[/quote] It's the same idea applied to a different part of the game. The thing is that normally you can train up to 100% of your military in elites and usually that's what players make, because it's the best choice. Reducing the percentage doesn't disallow you to have a pure elite army, it just makes it smaller compared to the armies other people could have. It may continue to be a viable al

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[quote who="joasoze" reply="6" id="2428846"] I live in Norway and the shops will mostly have 100 copies of Wow and 3 other games on the shelves. Not expecting this game here anytime soon. Not a big fan of steam. If I buy a boxed version of Empire Total War (its actually in the shop), then I still need a steam account before playing the game. Go figure. My firend had his Half Life experience ruined by forced install of a patch that broke his game. Bahh... I just dont wanna go t

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[quote who="Climber" reply="20" id="2429268"] I disagree completely. To me, your traits = Tags I've mentioned in reply #12. One main point of this post is the "most commonly used (or important)" attributes should be displayed in a standard way for all units. Attributes are the baseline/standard used for comparing units, a way to show a unit's strength/weakness in a quick way. Tags ALONE is not the way to do it. New stats are needed, on top of tags.&nbs

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[quote who="pigeonpigeon" reply="90" id="2428689"] I also do not like arbitrary limits on things. 5% - why 5%? Why not 7%? 3%? 42%? Why not make the feature work as intended in the first place so that you don't need some arbitrary hard cap? If such a thing is needed, then it means the feature was not implemented well to begin with. [/quote] That's pretty false man. That hard cap would come from testing and balance, like the number of elite units you can recruit in Medieval:T

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[quote who="Raven X" reply="78" id="2426559"]I can tell everyone now as long as the design aspects are right and high end units are expensive then people will almost always mix in weaker units with the heavy hitters. Those weaker units will be in the front lines keeping the more expensive power house units from taking damage. Here's a good example, Empire: Total War.[/quote] I don't know in Empire, but in Medieval you don't field full elite armies because of a number of reasons:

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[quote who="Demiansky" reply="72" id="2426303"] Well, I would prefer to see organic incentives to build a diversity of unit caliburs. Every army doesn't have to be an even mix, but when people do make armies of almost completely elite units or almost completely lowbie units, it should be because they have some kind of strategic advantage on the map or that they have pursued to their advantage. [/quote] I don't mind forced incentives if they work, but you can disguise t

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[quote who="Nick-Danger" reply="68" id="2426139"] I'm just looking for a way to encourage using a mix of units, adding choice. If we don't want armies comprised of only the 'best' units then they have to be limited in number by some way. Training time, cost, etc. only works in the early game. In time, that's no limit. So, some other way to limit their number is necessary, and thinking of units as having 'potential', and some units having exceptional potential (whi

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[quote who="Tridus" reply="142" id="2425792"]If there's no system for magical damage types, modders are going to have a much harder time using it.[/quote] We have no clue about modding at this state appart from "highly modable", so there's no way to believe who is right on this point. [quote who="Tridus" reply="142" id="2425792"] At the end of the day it's all arbitrary anyway, you seem to be looking for some explanation that will never exist when magic is involved.

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[quote who="Tormy-" reply="136" id="2425572"] You gotta be kidding. Without magical dmg types and resistances + immunities, the combat system will suck. Period. It will be way too primitive. This is a fantasy strategy game, with strong emphasis on tactical gameplay. This is why I've preordered the game. This is why I've purchased Dominions 3. I don't want to play with FfH v3.0 in regard to the complexity of the combat system. Besides, take a look at the poll. The vast majority of th

151 Replies 78,274 Views

[quote who="Tormy-" reply="138" id="2425658"] I don't think so. While having physical dmg types would be cool, but it's not so important like the magical dmg types. Also, you are talking about the vanilla game, but what about [Total Converson] mods? Personally I will only play with a decent TC mod, once it's done...a magic heavy mod, with lot of different races [lizardmen, orcs, elves etc.]. Needless to say that the real fantasy races should have natural magical resistances and

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[quote who="pigeonpigeon" reply="129" id="2425222"] I have already admitted that elementals are a particularly messy exception to the general rule. You made no comment on my example of a lava-dwelling salamander, for example, and I suspect it's because refuting that such a creature should be resistant to fire effects would be an exercise in futility...[/quote] We have 2 fire creatures and already 1 exception. Even if the fire salamander is inmune or resistant to fire (for th

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[quote who="pigeonpigeon" reply="122" id="2424724"] So you're saying that there is no logic behind a lava-dwelling salamander being highly resistant to fire-based damage and effects? Sure, someone could create a perfectly self-consist magic system in which lava-dwelling salamanders are hurt by a fireball just as badly as, say, an Ent. But it would be confusing, because it contradicts our reality-based preconceptions.[/quote] Yes there is no logic, I have even posted examples show

151 Replies 78,274 Views