Elinium? Otherwise the fact "Rigma" is two syllables and only five letters, is a good thing to me. Ironically, I just contradicted my outlook with my suggestion hehe. I think we could find something equal or better sounding and meaningful than Rigma, but Random House made a good choice. If we can't find another name, keep Rigma. I do agree with AmericanPianist though, Gildar flows better thna Rigma. I'd rather not associate anything from Final Fantasy with Ele
NagaPrince
We usually played three continents. True Orthos is laughable, but many players and AI have been caught off-guard and destroyed because he popped out of nowhere, especially with an army supporting him. Suggesting if I can't handle Orthos, I need to learn how to play, huh. What does BTS mean? Perhaps we didn't take advantage of the options, however Elemental's regular games I'd assume both multi and singleplayer should be having recruitable dragons, and random quests available.
I feel non-deterministic gameplay will only be accompolished is if Stardock implements gameplay systems that determines areas with many variables relative to eachother that set things off if certain point levels aren't met. Say for example, your city is in an area. I'm not good with math but the city is the major factor. If that city and the area around it rarely sees military units belonging to that citys faction around and especially inside the city garrisoning it, bandits, criminal
Well as some mentioned Age of Wonders in here, it would be great if Stardock implemented adjacent armies coming into fights. And depending on where they came they were located in that part of tactical combat. However, AoW did have heroes that could by themselves take on entire armies. I had heroes in AoW1 that could simulatenously take on multiple dragons, cast an AoE spell and dodge the attacks of yetis, cheap fighters and strike back successfully like Drizzt Do'Urden. As the OP ment
There could be something to equalize the playing field for players who do not wish to pursue magic because it isn't their inherent interests. Yet, one of the major fundamentals of the game is magic. As kingtiger said, ignoring magic will handicap you enormously. I have to disagree with an option to play without magic. The game is about it and many features of the game are intertwined concerning it like the crystal shards, buildings, research trees, cetera. Even though Heroes o
Why does it have to be dragons? Why can't dragon dens be dragons that aren't the recruitable-types because those are the top-notch ones? Meaning, these dens mostly have drakes and wyverns with several small dragons maybe? Explore it out. We always mention "trolls and ogres" why not new creatures or other well-known ones. This city-state idea is almost exactly like Civilization 5's city-state one which isn't a bad thing, but clearly similar even if you don't want to mention it lol. I w
[quote who="Tasunke" reply="231" id="2556868"]Networks of Overland Walls, with choke-points and valleys dotted with Fortresses. One road connecting most of the cities, with a road from the Capital to each quadrant of the Wall fortifications. [/quote] Which would cost incredible amounts of resources, doesn't seem like a cool idea and sounds like it would impact gameplay unnesscarily and a
I think a time bank system would more break multiplayer games than anything. Especially stall them too. I think the best way to go along time banks is if players that are losing badly against other opponents gain only 10 percent of the time they would originally have and add that on top to give them a little more breathing space.
It would be best and most convientent in my opinion if you had for every Talent a weakness associating it. It would simplify the process that I assume you did for most, do it for all of them then. Since you have Ugly, add Beauttiful which basically means and does "More Children". As Landisaurus mentioned, the trait system in Total War was great and it some aspects of it should be replicated to better enhance Elemental's system. Nothing I loved more than having the chance that
[quote who="Hackbar" reply="8" id="2545862"] I would like to suggest, though, that the outer resource improvements not be completely helpless. Yes, they're outside the walls and all, but I would like to see an option to send a force out from the city whenever such an improvement is threatened. Something like "sire, scouts report an army advancing on our farm to the south. Should we dispatch troops to protect it?" with the option of selecting some or all of the units garrisoned in the cit
Since Frogboy and company are such fans of MoM and various other 4x games, why not have cities as some suggested have an area of influence around them. This area of influence as seen in Civilization and Master of Magic that caps resources around the city plop, or whatever you wanna call it, be introduced here? It would mean as your villages eventually transform into cities, you'll have choices. Say for example, at level 5, your largest city has wheat fields within the city lim
[quote who="Frogboy" reply="113" id="2474064"] In code, that's basically an armor that mitigates 50% mundane damage. See, that's why we have to be careful on these journals is because non-coders read too much into this stuff. MOM's combat system is very very straight forward -- even simpler than Elemental's (basically the same except Elemental has combat speed). Everything else is just a cosmetic -- which is good.[/quote] Well what comes with a d
Well, for one I don't consider myself a hardcore gamer or negative nancie. I don't think my last one or two posts were neither immature or threatening either. Though I know I was ranting, regardless, I just felt the direction of the game was heading down wasn't great. [Personal Opinion] As other posters have argued, having these damage types, mundane and magical "Arcane", might not be enough to differentiate how spells work and how some creatures work. As Frogboy's major inspiration i
An aspect of Religion in Society would make it very flexible, especially with the ones we have in reality. Christinaity, Islam, Buddhism, Jewishism, ecetera. However I agree on allowing players in an circle to establish an religion. Especially the influence Religion should have upon players empires whether they're not that religion or not. When it comes to be 'cautious' and 'careful' about religions in games, how sensitive is it really? Civilization 4
Supply Lines should be an feature in my opinion built upon provinces whereas adjacent province could be suspectible to convoy raid without losing the entire province to an opposing empire but reduce the effectiveness and effciency of your soldiers, especially it should be capable of breaking down alltogether under intensive attacks, which would be maintained however by the amount of soldiers you have in that specific provine. Supply Lines should
Damnit again, mean't for the Supply/Warfare discussion...
Oh sorry, mean't to be an reply to that Religion's discussion. Uh.
Supply Lines should be an feature in my opinion built upon provinces whereas adjacent province could be suspectible to convoy raid without losing the entire province to an opposing empire but reduce the effectiveness and effciency of your soldiers, especially it should be capable of breaking down alltogether under intensive attacks, which would be maintained however by the amount of soldiers you have in that specific provine. Supply Lines should b
An aspect of Religion in Society would make it very flexible, especially with the ones we have in reality. Christinaity, Islam, Buddhism, Jewishism, ecetera. However I agree on allowing players in an circle to establish an religion. Especially the influence Religion should have upon players empires whether they're not that religion or not. When it comes to be 'cautious' and 'careful' about religions in games, how sensitive is it really? Civili
A majority wants Tactical Combat and a majority doesn't want it since GalCiv1. I understand the negatives and postives that would come with it being implemented for both Space and Ground combat. However, whether StarDock does or does not create this game mechanic for a possible Expansion or Sequel, could there be an option for players to turn it Off and On in there Sandbox and (possible) Multiplayer? I am not personall
How interesting. Every Civilization has different morals... 2 being clueless to the root of the situation...
Thats interesting and intuitive Draginol. I would be interested is if players have the option to minimize the Civilization Manager and drag the box around? Making it flexible in how players want it. Also furthermore to pull out a particular tab like "Victory" and cut down its size simply with also a option to bring it to original size, drag it around so once a player goes to the next turn he may view his yearly progress. <br/
This has me extremely interested in although one aspect of it though is: Opposing party agendas thus if you were to recieve several negatives you infact are minused only one. But because the opposing party is conducting a plan or campaign? Complex but if he is involved with another Civilization intensely, either by trade or militarily, you breaking a treaty with him shouldnt be a problem or little at all though dialoque should be stated as he is clever
Space Pirates would be a potential area in GalCiv2 that could be developed upon and made very interesting and a twist to the gameplay. Say for example in a GalCiv2 large galaxy you encounter upon like stated previous a remote starbase except it is mining a special asteriod. These Pirates are infact a actual gang rather than several crude friends or lonesome wolve. They posess a alias for their Pirate organization, always a HQ as
Could we halt the realism for game purposes and balancing. Shouldnt matter what Civilization's species or body structure is at all for GalCiv2.