[quote who="b0rsuk" reply="11" id="2119065"] Ironically, the game that showed me an amazing variety of 'races' and flavour is Dominions3. I call it ironic because 95% of 'races' are actually various flavours of humans. With just humans, Dominions 3 is orders of magnitude better at gameplay variety and flavour than so-called 'original games'. That's why I believe Elemental can do just fine with 1.5 races. ... ... ... If Elemental has even
NTJedi
[quote who="landisaurus" reply="10" id="2119039"] I think that is slanting solem's argument a bit. He didn't say 'no creatures' or 'no factions', he said 'why is it as important to have so many'. [/quote] A game with a race of good_men and a race of evil_men is the same thing you can find within a historical war game based on true events. Sure the game will have spells, but the concern is for the lack of fantasy.&n
[quote quoting="post"]This is probably an obvious one for the developers, but I din't see a thread on it. I'd like to see a verison of Elemental with 64 bit support, so those of us with Vista 64 and lots of RAM can play on really huge maps beyond what the 2GB limit would normally allow. [/quote] I hope you pre-ordered the game which will increase the beta testing for the 64bit support. What better way to make sure the really huge maps don't
[quote who="Solam" reply="7" id="2118949"]I don't see why it,s so important to have many different creatures/factions in this game. Most fantasy games all have them and now we have a game that is doing it a bit different. Which I find to be good. I find a world of mostly men fighting it off quite refreshing. I read on the board that creatures will be very rare. If we have dwarves and elves, creatures do not become rare they become common place. I'll miss my lizardman fr
[quote who="Denryu" reply="1" id="2118466"] 1. The abililty to play as lots of different races and for it to be truly completely different. In MoM, playing as High Men, halflings, orcs, etc etc truly made each game a new experience. They didn't just say "every race has to have a light infantry, an archer, a heavy infantry, a catapult" and then give them different graphics. They really made each race it's own thing with unique strengths and weaknesses. It seems like just Men and Fal
Psiborg ... there was one RTS game which did the Real Time battles correctly. Take a look at the original Stronghold from Firefly Studios which allows the adjustable game speed. When playing make sure its not Stronghold:Crusader so make sure it's the original Str
[quote] Quoting Noldofinwe, reply 12 Btw. how big can the maps get? <a id="ctl00__Content__RepeaterReplies_ctl01__LinkUser" class="hand" title="Click user name t
[quote who="mrakomo" reply="10" id="2115269"] Problems with riddles: at the beginning the reward must not be too high, because it would destroy the balance of the game. Later if the reward is too small, players may simply ignore it. [/quote] The solution would be not to have a fixed prize for the reward and have the reward related with the current game turn. Here's just an example... as we don't know the average amount of turns for Elemental or t
[quote who="landisaurus" reply="5" id="2113457"] What would determine mind attacks(damage, control, illusions)? the regular attack stat. just because it comes from a different medium doesn't make them any better or worse at attacking. [/quote] That creates a problem where the unit will automatically be equal with all types of attacks... hence a strong mind attack also means a strong melee attack and strong missile attack. On
[quote who="GenBlood" reply="1" id="2009530"] IMHO ... alot of games that came out last year just ... wasn't that good ... They should have been put on hold and fix or just canceled .. [/quote] So very true... the worst games are those developed for recently released movies. I wonder how many people never gave PC games another try for entertainment because the movie games were such garbage.
This is excellent news and will add great replay value for the game! Here are some features the community would be interesting in modding: 1) New Races/Nations: And the related details(spells, technologies, items, abilities, units, buildings, etc.,) 2) New Terr
[quote who="psychoak" reply="2" id="2108934"]Yeah... I think you're early, months early. They aren't finished with the engine yet, so... [/quote] Models for the battlefield graphics already exist as we've seen. We also know the game has internal alpha testing at this point as well. We just need to know what software tools are recommended and what dimensions would be compatible.
Sounds great... have fun Brad! [e digicons]:beer:[/e]
BUMP ... several of us are eagerly waiting to start developing the graphics content. A few quick answers would help. Thanks.
[quote who="landisaurus" reply="1" id="2107082"]Good list, though I kinda like the "keep it simple, stupid" stat systems of games like master of magic. You know, where there is basically only 3 or 4 stats. HP Attack Defence Ammo/Mana Maybe: (in that only a few units would have different) Move Terrain Boundaries Based on the "Balance of Power" post, I'm under the strong impre
Even for the battlefield map... The battlefields movement grid = octagon The battlefields appearance grid = squares These do not have to be identical... thus allowing more strategic movements.
These are suggested attributes for units, champions and creatures: Strength = The strength of a unit determines how much damage the unit can do in addition to the type of weapon being used. This also determines if the unit can break free from physical bonds such as tangling vines or a giants grasp or a spiders web. Size = Id
[quote who="landisaurus" reply="15" id="2106098"]If this game had bone dragons (as they are called in Heroes of Might and Magic) that would certainly be pretty cool. [/quote] I agree... I hope the modding capabilities allow us to create our own races, mounts, technologies, and skills.
I see the confusion here... I was referencing the movement grid = octagon Another was mentioning the map appearance grid = squares These do not have to be identical.
[quote who="landisaurus" reply="12" id="2105740"] Quoting DivineWrath, reply 11 Just to clarify, we will only be designing humans and fallen? We will not be able to make units like undead or constructs? What about magically augmented units (augmentations that make them something not quite human)?. yeah, I was kinda imagining we'd have a lot of freedom based on how the custom unit thing was described. Maybe he only means in the base
[quote who="piderman" reply="10" id="2104356"] They mean that if you take a lot of octagons and place them in a nice pattern you will have gaps in your map And this is a fantasy game, Black Holes are for GalCiv2 [/quote] The octagon shapes allow logical movement in any main direction. Otherwise you'd have to move 1 square forward and 1 square sideways for moving diagonal when using squares. In any case this is on
[quote who="landisaurus" reply="5" id="2103152"]Master of Magic had a ton of non-combat spells. So I see this game following in the same foot steps. The above threads cover it though. [/quote] I'm hoping spells can have one or more types of costs associated with casting spells. For example a demonic type spell may cost the mage some blood(hitpoints) as well as mana for the spell to be casted. I recall a sinbad movie where every casting of a demonic spell
[quote who="Tamren" reply="6" id="2103985"]But octagons don't tesselate [/quote] They wouldn't need to for maps which wrap around. For maps which don't wrap... it seems better having more of a rounded corner as compared with a definite corner. [e digicons]:grin:[/e]
[quote quoting="post"] In Elemental, you design your own units. The only units you can create in Elemental are either men or Fallen. So that we can kill any illusions now: There aren’t cities where you get to crank out armies of Unicorns and dragons or goblins. There are dragons and trolls and other such creatures in the game. But they are rare, special and have to be recruited. [/quote] This sounds fine for the
I believe the octagon shape would be the best of both worlds. This is one of those decisions which must be done by developers during the extreme early stages... even now whatever has been decided most likely cannot be changed.