[quote who="StoweMobile" reply="4" id="1944215"]I was considering trying this game out. Is there a digital distributer that sells it?[/quote]Is it even available in a store? I thought that digital distribution was the only way.
Luckmann
In a single player game, I wouldn't mind this at all. Of course, I'd probably not use it very much, or particulary care if it's not there. I know you could do it in all the old Civilization games - can you in Civ4? I'm uncertain. So sure, what the hell. Why not? [e digicons]^_^[/e]
[quote who="Ron Lugge" reply="11" id="1944127"]Um, Sauron isn't a wizard.[/quote] *yoink*
[quote who="Dale_" reply="20" id="1944138"]I suppose one way this could be modified is that non-magic methods can be swapped for essence, say a money centric nation could "buy" essence to utilise and this transaction would take place at time of use. So instead of (for example) paying 100 essence to build a new city the trader spends 100 gold to build the city.[/quote]But how would you balance that in a world where the monetary wealth is continously spawned, but there's a finite amount o
The Spiders from Arachnophobia . Seriously. I think that movie is the sole reason I hate spiders so much. [e digicons]:sick:[/e]
I absolutely love the color set of the Elemental forums. I really don't get what you're getting at, Sole Soul. I can see how white text could be taxing on the eyesight, but black displays just fine for me. If the background was entirely white, I think it'd be far worse on my eyes.
[quote who="Dale_" reply="17" id="1944032"]BTW, I don't necessarily mean against magic. But more of a non-magic nation. For instance, a bit like Tolnedra in David Edding's books which revolves around the power of money as opposed to many other nations around it. And similarly there is Nyissa which revolves around the power of drugs instead of magic. So basically, other non-magic methods of settling cities. [/quote]Well, NONE of the nations in the Belgariad o
[quote who="garion333" reply="10" id="1943994"] Hmm, I did a search (before my previous post) and nothing came up. I'll just do a manual lookthrough. *sigh* These forums are so broken. I have to do things myself. Sheesh. [/sarcasm] Thanks for the heads up.[/quote] The search function is broken. It's been broken since forever. Just a heads up - don't waste your time on it. It's also the reason I don't go around biting the head of people for posting in the w
[quote who="Quellist" reply="16" id="1943996"] [...] Sure there is, plenty actually. For POWs it might be a choice between death or slavery. If you have nothing and need 300 000$ for a life saving operation for your daughter, for how long would you accept to be a slave for that? [...] [/quote]Well, if you're paid $300k, you're not really much of a slave. That's called work, and I hear some people do it all the time. :D
[quote who="NelsMonsterX" reply="16" id="1943973"] A campaign would be welcomed by yours truly, but on the condition that you don't have to start over from scratch at every new chapter. That is sooooo annoying. [...] [/quote]It has been discussed by the devs (I don't know where it was mentioned, but we talked about it on the IRC) to have expanding maps. In campaign mode, Level 1 would be "THIS" area, level 2 would be "THIS + THAT" area, and so on. I
No idea, since I haven't played Elemental, yet. But if this is more a question of wheter or not Dominions 3 is worth trying out, I'd say yes. It's a great game. Edit : And I'm completely with Iwarmonger on this. I'd say that Elemental will be the better overall game, but they don't really compare well to eachother. The main, most important difference, is that Dominions 3 is here now . Elemental is 16-odd months away, at least.
[quote who="Dale_" reply="8" id="1943942"] If bears are good enough for Red Alert 3, bears are good for any game! [/quote]See? A fellow faithful! I wouldn't call Red Alert 3 the perfect example (due to it being all about the lens flare), but still! Faithful! Welcome to the Bear Cavalry Crusaders ! BEAR CAVALRY! [e digicons]\o/[/e]
[quote who="Ninakatarina" reply="21" id="1943393"] [...] I want pirates and ninjas.[/quote] HERESY! Which brings me to my next order of topic: Inquisitors. The good kind. Inquisitors are incredibly un
[quote who="Dale_" reply="15" id="1943857"] Hmmm...... just seems a bit off to have a magic-fantasy game without an anti-magic option. Might have to mod that in later. [/quote]I can't think of a single game where the magic is an integral part of.. well.. everything, where there is an "anti-magic option". Seeing how there's going to be unique tech trees and magic, it's probably not hard to mod in, but you'll either be seriously gimped, or have to change the fundamentals of the
[quote who="GW Swicord" reply="6" id="1943276"] On the other hand, what's stopping a channeler from proclaiming himself a god? Nothing to stop a proclamation, but putting some punch behind the claim might not be possible, or at least not until very late in the game. [...] [/quote]Are you joking me? I can use magic. CLEARLY I'm divine! And anyone else who oppose that, will get a lightning bolt us his read end! There's been far lesser men pr
[quote who="Vandenburg" reply="10" id="1942924"] [...] Only problem I see is an increase in the need for micromanagement, if I have to build a wall in every edge tile of my city. [...] [/quote]It doesn't really add any micromanagement, since you're using spots you just would've built something else on anyway. Unless, of course, you deliberatly intend to neglect your cities and not build on all the available room in them. :p<br /
I'd say that having wholly seperate economic models for the seperate races (and there are only two playable races, across 12 distinct factions) would ultimately be unacceptable. It'd be like learning a new game entirely for every faction, and an utter horror to balance. The way different factions spend and use their money, whether their benefit is greatest from trading or domestic production, or even magic, could of course be different, based around the diversity of the races; the uni
[quote who="WraithLord" reply="25" id="1942987"]That can be solved by allowing the players to configure or script their armies for the automatic battles. I'm not talking about an elaborate mechanism for specifying every single unit step but something more along the lines of: Some examples -> Archers, Move to withing range and fire at enemy archers for X rounds, if enemy infantery/cavalry is closer then Y then retreat behind melee units. -> Mag
[quote who="Spartan" reply="2" id="1941582"]@Luckmann - Wow. There was even a thread on the topic to boot. [hits him over the head with a very large trout][/quote]Hush, you! Haven't you ever heard the pronoun "Let sleeping bears lie" ? [e digicons]:P[/e]
About the Campaign, by the way, I'd like to mention that it's apparently centered around the Kingdom and the Empire, which are human. I'm inclined to believe that they're base "stock" names for the time being, since I can't imagine Stardock being as unimaginative as to name them just "The Kingdom", "The Empire", "The Village", "The Stable", "That little red house on the way to school, with leprachauns in the basement", etc. [quote who="StoweMobile" reply="10" id="1942878"]Hmm, this is
Well, have you played GalCiv2? I mean, if you compare that and Civ4, calling "Or like Civ4 will we be able to create almost entirely new games?" - my point is that Civilization 4 is probably as far from intuative as you can get, when it comes to modding. I tried my hand at some light modding, and it just failed miserably. While in GalCiv2, not only is a lot of the nation/civilization creation functionality built-in, but there's actual, functional, mod tools (although I feel that the map edito
[quote who="RisingLegend" reply="5" id="1942706"] I think SD is kind of locked into non-instantaneous trade anyways. It would be really awkward if international trade were instantaneous even though internal trade is planned to revolve around caravans. Given this, the only real added complexity the player would have to deal with is choosing trade routes - but if implemented well that should be pretty easy. I agree, and i hope to see this with the caravans as well but i dont want to
[quote who="GW Swicord" reply="4" id="1942474"] Well, Brad has described equipping units with enchanted gear, and strong in-game "modability" seems to be a major design theme, so I think this is a reasonable hope. Given the back story scraps I've caught so far, the typical D&D paladin might not work directly--AFAIK, the closest things to gods in this game will be the dragons, and they're "more like forces of nature." But special abilities for a unit that require direct blessing from
xthetenth.. what are you doing? Why did you do a double-post with the exact same text, roughly 6 hours after your previous one? [e digicons]8|[/e]
[quote who="LDiCesare" reply="6" id="1942377"]Heraldry lets you describe coats of arms quite easily. I know the French terms only but with it wouldn't be very difficult to make a program that lets you change metals, furs and enamels (colors) or pick various furniture you want to put on your coat of arms. Still, it would be easier to have a library of these, which reference images (png, tga, jpg, whatever) and create your own coats using a dedicated program.[/quote]Using my examples