[quote who="Vicente" reply="1" id="2134965"] I think you are overstimating the size of the Dominions community and understimating the size of the community a game like Elemental should have. [/quote] First Dominions is successful based on the game quality verses publishing ratio. This was not some game you could pickup in a store as would be Elemental... the overall point being that the game was a huge success in fact the biggest success
NTJedi
Correct, I did not add tundra, desert, beaches and a few other common ones since they are pretty standard. I believe canyons and valleys will also be seen or at least possible to create within the map editor. Thanks landisaurus I have added two new ones from the ideas you listed. I
[quote who="GW Swicord" reply="19" id="2134455"] Whatever happens in multiplayer, I seriously hope that the core singleplayer game will not suffer any of the 'multiplayer-friendly' limitations that you are suggestion. And I *want* to have the possibility of seeing and comparing other factions' maps to my own, most especially if it can help create a game analog to things like the Malvinas/Falklands-Falklands/Malvinas argument. The real trick there will be seeing if the AI
I feel the weather idea would really help the Elemental realm to feel more real and would add new strategic options. To see a rain storm moving over a battlefield thus any archers with regular bows or fire mages suffer.
I just wanted to add... the ability for us gamers to modify or delete existing events and even add our own events will strongly increase replay value for the game.
[quote who="Tridus" reply="17" id="2134151"] There seems to be an assumption that everybody will name everything. [/quote] It's very possible that everybody will name everything since one of the developers seems to like this idea. I see this causing communication pains for email, phone and IM discussions especially when players are not in front of the game and don't have access to view other players maps. [quote who="Tridus" reply="17" id="2134151"]But i
[quote who="BrotherAlpha" reply="14" id="2133104"] Player A named the forest Verdant Swarms. Player B named the forest Dark Thickets. Since Player B has many more cities nearby, travelling merchants tend to use his name more, and the people of Player A start using that name as well. [/quote] This is better than the multiple terrain names and multiple maps being shared. I've suggested related re
[quote who="Darkodinplus" reply="8" id="2133552"] Caravans hold a unique opportunity for elemental depending on the level of interaction they can have on the game world. I would suspect that like GalCiv2 you will have a number of statistics for cities/villages. So the urgency of a particular caravan would largely be dependent on a city's past and the current situation. Caravans also open up the possibility of devious actions if you can interact with them directly. [/quote]</p
[quote who="Climber" reply="8" id="2133262"](hi hi nice to see you again here, NTJedi) ... ... But somehow I'll expect the Sovereign will be related to the victory condition 'every game'. Although it will be a very interesting feature, if the player is allowed 'choose his shape' as NTJedi mentioned, I kind of doubt if this is one of the features have in mind. [/quote] Hello Climber, great seeing you again too. There's several different
[quote who="Vicente" reply="20" id="2133268"] Yes, it's true the devs can do whatever they want, that's why they are the devs. But players usually expect things to make some sense and follow some internal rules, even when speaking about magic. Or to be similar to other examples they know so they have an easier time understanding how things are supposed to work (for example, similar to D&D, a game the devs have named several times already). [/quote] As I wrote earli
[quote who="BoogieBac" reply="3" id="2132896"] If a 'Trade' treaty has been established, food (or whatever resource has been agreed upon) will be sent from the closest/most bountiful city to the player in question. [/quote] That provides a little insight into a long debated question... during beta testing I'll do my best to stay off this issue since everyone already knows I don't like the idea of micro_managing and babysitting caravan tra
[quote who="Insanetitan" reply="16" id="2132884"]I'd just like to point out, that even if it's fantasy, it still has to make some sort of sense. Why would destroying a wall have a different spell cost than building it? Especially if it's the same spell just being used differently. [/quote] Because a wall of fire enchantment you WOULD NEED a different spell... two walls of fire won't make them both go away. LOL Even in the real world it
I read most pages, but did not see it listed.... what type of CPU fan and/or CPU cooling is being used??? Being a perfectionist I want to know all details.
[quote who="Resist_The_Dawn" reply="4" id="2132536"] Sorry I'm pretty inexperienced at upgrading my comp hah. [/quote] Well if you've never upgraded the inside of computer than updating the CPU can turn into a bad experience. It's probably the most difficult piece to upgrade mainly due to making sure the CPU fan has the proper amount of adhesive and a solid contact with the CPU. Someone who's "inexperienced" might end up destroyi
[quote who="Vicente" reply="12" id="2132728"] Or to destroy the earth where the walls are resting. Castles have walls because attackers come walking from the ground. In a world were attackers can come flying, roofs make a lot of sense. And if you need roofs, you can't have structures as big as castles as they would be incredibly hard to build. Not to say that ballistas lack accuracy, rate of fire and turning capabilities to be effective anti-air weapons.
Hopefully the Channeller will have the power to choose his shape in the game which would allow for more unique game strategies... or at least something which can be modded. ON A SIDE NOTE: I see some devs referring to him as the Sovereign and others calling him the Channeller. I see one of the most recent screenshot which uses the term Heroes, yet on the forums we hear the word to use is Champion. So I guess lots of the o
[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] Actually you should pl
[quote who="Solam" reply="6" id="2131737"] I for one do not want to have a monster pumping node or whatever (at least in the begining). I think it will be refreshing to have a rarity of monsters. [/quote] It's easier to start with a large selection of outfits and use only a few combinations, as compared to starting with only a few selection of outfits and perhaps later wishing you had more choices. In otherwords a bowl of fruit w
[quote who="Zubaz" reply="6" id="2131889"] If my uncle told me to meet him in Munchen . . and I didn't have it on my map, I would have to get his map (marked) or coordinates. I would rather have that sort of thing happen in-game, not out of it. [/quote] That sounds much more time consuming and cluttered especially for a game with LOTS of players which means LOTS of different maps. Multiple maps, each terrain having 5+ names... why should I need
[quote who="Zubaz" reply="3" id="2131703"]You know, in meatspace, many places have multiple names. It's not that complex. On my German maps the capital city of Bavaria is Munchen. On my English maps it's Munich. If it were me, I'd store the users names locally and pass on to other players if they have X level of espionage or treaty. XML is cheap and easy. [/quote] The communication via email outside the game and typed messages where gamers type
Good idea... probably something possible from the modding features Stardock plans to include.
[quote who="olp33" reply="10" id="2131819"] and personally i think fighting in your home area should be an advantage ... ... [/quote] I also agree The topic title should probably be changed to Defensives for Underdogs
[quote who="Denryu" reply="5" id="2131521"] Wow, I just did some checking of Dominions 3 - I somehow had never heard of it. It looks like an awesome game although almost everyone warns of a steep learning curve. I am surprised that a game over 2 years old is still selling for $50. If you guys were in my shoes (MoM was favorite game ever, planning on spending a lot of time beta testing EWOM, etc) would you still recommend getting it? [/quote] The game is definitely wort
[quote who="Tridus" reply="23" id="2131423"]This is getting vastly over-complicated. Naming should be something fun and simple, not something burdened with 50 rules and 2000 lines of code to enforce them. If you and I want to both name the same river something else, who cares? In the past that river had no name at all, and I managed to tell you where I wanted you to go just fine using things like map pings or "that river Southeast of Shadowprey Village." Over-complexity
[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] I also hope modding will allow for nations t