vieuxchat

vieuxchat

Joined Member # 2542912
0 Posts 345 Replies 16,566 Reputation

[quote who="Kodiak888" reply="1" id="2483949"]I tried reading this from the GalCiv forums, which has a black background, and your text is unreadable. I had to highlight the text to see any of it. It probably looks fine from whatever stardock forum you're on, but it's something to keep in mind when posting in any of the off topic sections... A bit on topic, the largest problem I have with Impulse, Steam, etc, is that you are made very aware that you are only buying

64 Replies 216,105 Views

In some old games I played - and forgot the name - you were a company that needed to do money thanks to trade. But you also had political things happening in Venice. You could try to become the doge. It would be a good idea to get some things to do in cities other than just building things. there were also a game that played in the ancient Rome. you had to deal with a TBS and a political simulation of the Senat. And I like the idea of being able to graphically design my city.

82 Replies 410,397 Views

In the diplomacy screen you can see what tech have been researched by your enemies. There's no point in spying if a windows can already give you everything you need to know (you even know their diplomacy skill !!!) Why not giving some rough estimation of the power of your enemy ? Instead of "Diplomacy : 0" you would have "Weak diplomacy" or the word diplomacy written in a meaningful color (red for weak, green for strong, or something like that). Moreover, invisible units shoul

1 Replies 3,436 Views

Will there be some kind of drawback to failed quests ? Real drawbacks. You had to got that special egg ? You broke it ? It was a dragon's egg, and Mum isn't really in a good mood. You speak of rewards/consequences, but you only say "get .. get ... get" ...". Couldn't it also be "Lose .. Lose ... Lose ..." ?

101 Replies 272,253 Views

[quote who="KbT" reply="37" id="2483287"]It's worth noting Civ IV has come the closest to this, with its unique improvements and resource system. It's still not great, but it's closer. I really hope you can work out how to do this; one way may be to take the idea of cities being characters, as if in an RPG, very seriously .[/quote] And why not ? What should you need ? I mean in a P&P RPG. What make characters remarkable are their stories, weaknesses. What make some

82 Replies 410,397 Views

[quote who="Wintersong" reply="31" id="2478649"] Quoting Ragnar1, reply 28Don't forget we need to change the name of the game to "Arcane: War of Magic" since there will be no elements to Elemental. I thought about that but the title seemed too long and couldn't think of something shorter and corny (cornier?). The game is called Elemental: War of magic. The last part added as an extra. Elemental. Elements will be there, they are going to have a role. At this po

64 Replies 139,717 Views

[quote who="zigzag" reply="22" id="2478419"]Mana is stockpiled, it's just capped.[/quote] In actual build yes, but in the future no. They said that spells will be used like in Magic the gathering. Each spell will need a fixed amount of a particuliar mana shard. For instance a fireball would need to control 1 fire shard. Maybe they'll add some way to stockpile for next turns or whatever.

32 Replies 18,371 Views

[quote who="Frogboy" reply="169" id="2477001"]What's really a shame of course is that Elemental is a closed beta and thus no one will get to try out the battles before shipping thus whatever we are thinking is good right now is what is going to be what ships. And make no mistake, you all must buy whatever we decide today because if you don't, we'll blame it on pirates. (just kidding)[/quote] You know what ? You could choose whatever you want

183 Replies 650,635 Views

[quote who="BoogieBac" reply="36" id="2476218"] I've seen Morale thrown around in a thread or two, was it cut as a stat? I beleive the current thinking is to have that an army-wide stat, based on various factors (tide of battle, relations, etc.) and only applicable in battle, but it'd be pretty easy to make that a per-unit stat.[/quote] A whole "morale" thing about the tide of battle is good .. and it should affect the morale checks units would do when they see ding their fr

47 Replies 110,322 Views

So you mean the "kits" to get the "fire resistance" won't be used in the design unit screen ? And why not a system where you can create templates with your units ? You create "Bob the ultimate unMan", with a sword, a bow, a chain mail and a fire kit. Before battle I chose between sword and bow, then where I apply the "fire kit" (on armor it would enhance the resistance versus fire and on a sword .. well .. it's a flaming sword) Preparing yourself before battle is a hug

183 Replies 650,635 Views

[quote]And, just to ask the question directly, why the heck is it damage types, out of all possible mechanics, that are setting people's blood up? The family tree post did not attract any "I'm thinking of quitting the game", research posts did not either, the lack of elves, dwarves, etc. certainly didn't, but for some reason, damage types brings out emotions and "I fear for the game" posts, for something that isn't even that interesting of a combat mechanic (combpared ot some other effects.)

183 Replies 650,635 Views

I was thinking about something. Is it so hard to implement a way to change the armor of a whole army ? You could create "tempaltes" when you design a unit. Before battle you choose the template you want. If your army have bows ans swords, you can choose between them before combat. But so much supplies would reduce that army speed. I'm sure Stardock' crew can find an easy way to switch the armor of a whole army.

183 Replies 650,635 Views

Yep, in fact, if you read what boogiebac says in the "data-driven" topic, you can create a weapon with whatever attribute you need. We don't even need mundane/arcane damage ! you can just create a weapon and add tags like "blunt damage" and "fire damage". And have armors with "Fire resistance" and all of that. Now, I hope the battle logic will be easily available to mod.

183 Replies 650,635 Views

In fact the problem isn't that you have to re-design units, but the way it can be handled in-game. Maybe there's a two-click way to change equipment of your soldiers. You design a unit with "options" : you can equip a unit with a sword and a bow. Beore battle start you chose which of the two will be used. Having more stuff in your "backpack" will reduce map-speed because of the logistics it involves. You want a big army that have everything to fight against ? It

12 Replies 8,507 Views

Good news ! Will we be able to do that .. with spells ? Weapons ? Will I be able to create a fire elemental that have "fire armor" and "water weakness" ? And add some tag to swords like "water damage" and add to the battle logic that a "fire damage" will be increased versus a "fire weakness" ? If so, I don't understand the need for separate damage "types" (and all the heated discussion about just "magical" and "mundane" damage), because a simple tag will be able to handle all

47 Replies 110,322 Views

All we need is some words from Frogboy saying "Don't worry, there will be effects (aka stats (HP/attacks/defence/spedd/etc.) changing spells) in the final game. And a fire elemental will be hitted hard by an iceblast even if he has a high magical resistance versus fire." And a lot of people here have programing knowledge, even game programing knowledge. But we're not discussing implementation, we're discussing "what will be able to do in the game ?" So, will a fireball be the

183 Replies 650,635 Views