Vordrak

Vordrak

Joined Last seen Member # 2416211
4 Posts 51 Replies 961 Reputation

I know some people feel the Snowball Effect is a bad thing. This is when the player can gain a significant advantage they can leverage to give them a good chance of winning. However, many games in this genre have a snowball effect and it is fun, so this thread is to create space for discussion of the benefits of the Snowball Effect. One of the things I liked about MoM is the er.. snowvball effects. Simply put I am not against the snowball effect as long as it does not happen too early

12 Replies 51,784 Views

Hmm. To get back on topic, I would like to suggest that one of the things I liked about MoM is the er.. snowvball effects. Simply put I am not against the snowball effect as long as it does not happen too early. However, some effects like building up an unstoppable hero or obtaining the armageddon spell did have a snowball-ish effect. As I recall with sufficient time you could equip a high level hero with artefacts and enchantments enabling them to have a move of 9 and to defe

95 Replies 290,608 Views

[quote quoting="post"] There would be AI players in the game but there would be only tactical battles in this mode when attacking other humans. This way, players don't wait around very much. [/quote] Question. If there are tactical battles in the Alpha, how will they work? Will there will be tactical battles with full graphics in this mode, or will they be abstracted to the cloth map as well?

26 Replies 75,240 Views

Looks cool. I like worlds with lots of islands. I do have one question though, which I will direct at you Brad as I know you do the AI. One great let-down of Master of Magic and other games was that the AI was bad at handling complex maps or islands. Can you confirm that the AI in this game will be flexible and able to handle diverse maps and islands?

47 Replies 107,893 Views

I am in camp 1. The key here will be good UI. Bear in mind that managing this will be many small decisions, not one shot setup of some horrendously complex web. Basically, when on a town screen you decide what you want to build. For each option all the ingredients get shown - in green if available and red if not. As you assign resources to be shipped to the town the colours change. If a resource becomes unavailable temporarily because a shipment get

565 Replies 1,548,504 Views

Regarding your post in the Journals, please clarify? Questions and Comments [quote quoting="post"]1. Multiplayer games will be hosted by us. Period. No peer to peer. Not even hosted on the user’s box. Our servers. No ports, no proxies, nothing. We’re hosting it. We are revisiting the way the economy works in Elemental to simplify it.[/quote] I have some

22 Replies 19,588 Views

Questions and Comments [quote quoting="post"]1. Multiplayer games will be hosted by us. Period. No peer to peer. Not even hosted on the user’s box. Our servers. No ports, no proxies, nothing. We’re hosting it. We are revisiting the way the economy works in Elemental to simplify it.[/quote] I have some questions about this. Firstly, on multiplayer I am not that

150 Replies 257,883 Views

[quote who="BoogieBac" reply="12" id="2212401"] Not all spells cost essence, just the ones where you're 'creating' something or 'imbueing' something (at least from my understanding). You'll have MANY spells to cast that dont sap your essence, but the ones that do will be considerably more potent.[/quote] Question ... so we can basically make cool visual effects for spells, but how about managing their in-game mechanic effects? How do we edit what the spells do</e

81 Replies 290,789 Views

LOL. As it happens, I prefer activation based DRM like Stardock's because it avoids having to have a DVD in the PC all the time. The best method I have seen is simple. Basically you have to do a one-time activation on install. The software is hardware locked. There is an initial limit of installation on no more than 5 separate pieces of hardware. Most people never reach that. Finally and most importantly, if you do not reach the limit and you do no installa

151 Replies 387,757 Views

Hi, Glad to hear you are addressing this. I hope the debacle has not hurt sales too badly. (Want to make sure Stardock has loadsa cash for Elemental development budget!) I am a bit surprised to hear that you need dozens of servers. Out of interest, what volume of sales has Demigod had, roughly?

83 Replies 101,256 Views

Straight forward really. I have worked as a Network Engineer, so I know of what I speak. My PC connects to the internet via a home hub. Port forwarding is enabled, on ports 6100-6200 to my PC. Port 6073 is also forwarded per the instructions you posted elsewhere. The firewall on my PC is set to allow the Demigod application to basically do what it wants. The Impulse Reactor configuration program is configured to use ports 6100-6200. So, when I try to connect it eventually find

286 Replies 506,448 Views

[quote who="BoogieBac" reply="23" id="2130148"](i): You gain more essence as you go up in levels, but once you spend some essence, that bit is gone forever. The real trade-off is, in later game, the guy that freely spent his essence building an army and spreading his control will be a shirivled weakling compared to the guy that horded it and only spent is as necessary.[/quote] Cool. (1) How will that scale with map size? (2) Will levels be capped or uncapped?

109 Replies 357,567 Views

I don't have any concerns and neither should anyone else. Beta 0 is not even out yet.[quote who="BoogieBac" reply="11" id="2122664"]For every 'non-human' race we'd add, guess what we'd have to do? That's right, make 1000 other peices of armor to fit THAT body type (probably 900 once we find peices that 'mostly' fit).[/quote] Boogiebac. Can I make a suggestion? If this game is good, I would happily pay the same again $30-40 for an expansion pack with extra art content a

109 Replies 357,567 Views

[quote who="Ron Lugge" reply="13" id="2107564"] Almost all the world in this map is linked by land, except for the small landmass in the middle. Can we be reassured that in Sandbox games the AI will be comfortable with using boats and islands. ... ? With SD? Yes! [/quote] I'm pretty sure, but it would be nice to hear it from a developer.

19 Replies 97,945 Views

Great, *** BUT *** Almost all the world in this map is linked by land, except for the small landmass in the middle. Can we be reassured that in Sandbox games the AI will be comfortable with using boats and islands. ... ?

19 Replies 97,945 Views

Here is my list ... (i) Land altering spells. I think these should be general, irrespective of school or at least possible to obtain in most games. You should be able to alter the landscape to suit. (ii) Chaos Channels and Black Channels. In MoM you could use Chaos Channels to create winged, living boats. :) (iii) Flying fortress. I liked that spell too. (iv) Regeneration. (As in MoM, grants HP regeneration in combat and also grants resurrection of the uni

39 Replies 149,802 Views

Hopes Excellent customisation, allowing a really wide variety of buildings and units to be created. Good AI Lots of different spells Widely varying content Worthy successor to MoM and AoWSM Fears Customisation is constrained e.g. limited number of building materials. Any building you want so long as it is wo

44 Replies 114,459 Views

Like it. Agree with earlier post about the shadow angles (multiple light sources?). Most medieval cities had the fields outside. However, there were exceptions. My main interest will be the flexibility of the building customisation (can we have buildings made of crystal / flesh / mud / trees) ? Are all these buildings customised then?

75 Replies 256,817 Views

I imagine that logically, there might be some way to make the amount proportional to the map size. You might start with more on a huge map. There might be other ways to to increase essence. For example, based on the back story it should be possible to drain it out of some NPCs like dragons, whose number is proportional to the map size. (Say).

17 Replies 64,139 Views

[quote]Other than aesthetics, does hiding your components serve any purpose? Some of the lasers *are* pretty ugly, and I'd never thought of hiding them before.[/quote] No, just aesthetic. As a suggestion for Brad, for Galciv III, I often thought they should dispense with 'functional' components entirely and just have jewellery and maybe points to attach effects. (e.g. emission points for guns, and lights for engines etc.) They are spent money on buying art for ugly

60 Replies 208,440 Views

[quote who="landisaurus" reply="13" id="2045141"] I sometimes hid my lasers inside my ship when I could. By butting down a large block, then putting down the laser, then putting another block down on a nearby 'hook' OVER the laser. (i don't know what else to call them. the little bits that let you attach different parts) [/quote] Yep I did the same. Couple of other techniques which were useful were ... (i) Shrinking th

60 Replies 208,440 Views