vieuxchat

vieuxchat

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

[quote who="RentheUnclean" reply="107" id="2473765"]Well I have to say I'll miss Frogboy's posts. As a doctor I've enjoyed the little glimpses into how games are made. I don't understand too much of it though, so I generally keep my comments to general ideas. In the end, if there is a fireball shooting across the screen, I don't care how you program it. I do empathize with your frustrations with people on the internet. In general, people suck on the internet

183 Replies 650,457 Views

Why not, but aging could be a good way to get the sovereign out. They need to find a way to survive years after years. That would be a strong mechanic : you could extend your life span through magical means, herborism, yoga, changing every piece of you with some magical things (a mystic arm, then legs, then.. etc and you're immortal when you're all .. Elemental) that would be a good reason for the sovereign to get back on the surface : he/she needs ancient knowledge to stop time damag

47 Replies 155,862 Views

[quote who="VicenteC" reply="100" id="2473560"] Quoting vieuxchat, reply 95 But what about a fire elemental with high magical resistance ? Will he be able to stop "Iceball" because he have a high magical defense ? That is the sort of things that hardcore gamers fear. Moreover if there isn't different effect between an iceball and a fireball what is the point choosing between them ? You can specialize in fire or ice, it will be the same gameplay-wise, you'll be able to do the same th

183 Replies 650,457 Views

More attributes : . Base Age (20, 40, 60) : you can get more points for creating your sovereign, but you'll gain bad effects earlier in-game. (maybe 100 turns = 1 year of life, and if you're too old you can die, unless you cast the "extend life" spell from the life/death category) . Base intellect (-1, 0, 1, 2) : you can research more spells in the same time, you have a lesser malus from casting spells higher than your casting level.<

47 Replies 155,862 Views

[quote who="Frogboy" reply="75" id="2473102"] For the Love of God, Frogboy,how can you say that? No fire spells putting men ablaze, no frost one freezing them, no slingers creating clouds of poison, no nothing? You can't say that when we know you play Dominions. There are no 'party' combat system there, but armies of hundreds against dragons and such just like Elemental will give us. And there's nothing tedious launching your pikeneers boosted with earth magic against lava men radia

183 Replies 650,457 Views

[quote who="Raven X" reply="90" id="2473491"]Frogboy, I think a lot of people (Me included) took your post to mean the Damage "Effects" would not be in. You said in a post earlier... Quoting Frogboy, reply 75 No where did I say or imply that battles wouldn't end up with people being fried via acid or fireballs blasting away or fear spells or what have you. Right here you mention types of "Effects". We like those. Those add more then just a damage modifier. Wha

183 Replies 650,457 Views

[quote who="tesb" reply="87" id="2473474"]@vieaxchat if you were attacked by a different attack type then your defence (i.e. missles against point defence) you still would absorb damage one third of the point defence strength.[/quote] Really ? That have changed from the last time I played it. Good change :) Maybe I'll re-try it.

183 Replies 650,457 Views

[quote]So just one final notice: in GalCiv II you had three kinds of weapons and three kinds of counters and this was quite Ok.[/quote] No that wasn't ok. With shields (versus lasers if I remember right) you're hopeless versus point damage and missiles. Your shields weren't at least stopping some of the damage. They were all the same kind of defence but with different names. That didn't allow for realy tactical options. Look at gratuitous space battles for interesting tactical options

183 Replies 650,457 Views

[quote]A damage TYPE means (code-wise) means that there is a corresponding counter to it. No strategy game that I'm aware of does this. Early on, we were tempted to do this because we thought it would make unit design more strategically interesting. The result, however was it just made it more complicated. Players can have their cake and eat it too. I can make a dagger that does 3 to 5 damage PLUS 2 points of poison. That's not the discussion we're having. The discus

183 Replies 650,457 Views

I'm confident that "tags" or "effects" will be available. I also hope that the area of effect from spells/durability/power/etc.. will be available to customize spells. Maybe from the fireball spell my casters will go from a "area of effect spell" for instance. That would be available if the hero has the right perk (like in DnD)

183 Replies 650,457 Views

[quote who="Frogboy" reply="34" id="2471004"]Re planes. Planes were in those early games because of the memory limit. We don't have that memory limit. 640k is long gone. Bigger maps.[/quote] Planes were also there to add strategies : you could appear in the back of your opponent thanks to the planes, and the right spell.

111 Replies 366,113 Views

[quote who="Frogboy" reply="22" id="2471130"]It's really a contractual thing really. What people don't realize is that many of these companies are really a bunch of different companies. Plus, Impulse is currently only available in English and some publishers require translation of the client to be made available in say Germany or France.[/quote] And do you plan to do the translation anyday ? I hope I could do it myself ... where are those damn files ...

38 Replies 77,031 Views

Yep civil war is a must ^___^ BUT ! I'd like to see more things about a living world. For instance, when a city is spreading too much, it begins attracting strange creatures (and youhave a quest to get rid of that swarm of ugly things), or undead creatures begins roaming the mand. Or if you're a bad bad bad boy then some nature creatures will hunt you to stop making earth suffering. If you're too good then some bad bad bad creatures will bring a touch of chaos in your so beaut

25 Replies 63,959 Views

[quote] It seems to me like this one is the hardest for long strategy games to do well in. Most of the games that I've played, the last 10-15 minutes are a foregone conclusion. Last 15 miutes a forgone conclusion, I just finished a Galactic Civ where the last half the game was a forgon conclution, I can't think of many that past the 1/3rd mark there have been 'natural' changes of who's winning (not caused by game changing random event.)[/quote] In adv

25 Replies 63,959 Views

In master of orion 2 you could onnly get -1 "points" from weaknesses, and that was a good idea to help balancing. I see that HP and strength are separate ? I thougth you would like to stay with strength = HP. I lik ethe fact that they are separate caracteritics, but ... what would be nice would be that a wounded unit will have lessened values. For instance if you're at 100% HP, then you get a 120% efficiency in attack and defence. The first point of hp lost will let you with o

74 Replies 233,813 Views

I loved that part of customization in Pendragon (a rolplaying game about king arthur) and Ars Magica. But what would be really cool is to be able to "continue" the story of our channeller as the game progress. Every 365 turns (for instance) you get a choice to do with your channeller (he is aging). (Maybe at some point in the game you have to make him immortal or you'll lose ?) And the choices you get would be dependant of your "achievements" in game. You fougth 30 or

48 Replies 161,275 Views

[quote who="Frogboy" reply="12" id="2467730"] I agree with most/all of the above comments. I'm just a bit disappointed that the initial proposal for the sovereign is so basic. MOM is supposedly a major influence on this game and your channeler customization options there are much more varied and interesting (artificer, warlord, spell bonuses, etc). I was looking for something at least as good as that. Okay guys, let me give a warning here: If journal entries are go

47 Replies 155,862 Views

Damage types aren't so bad IF there's some different kind of damage effects : temporary damage (like in UFO afterlight), lengthening effects (like poison or shock or etc.) So the defenses would prevent damage or soften it or lessen the bad effects that comes with it (like fire that would burn over time, or water that would make you heavier or wind that would reduce armor or etc.) Damage types are good as long as they open tactical possibilities. The 3 types from gal civ2 weren

80 Replies 129,071 Views

[quote who="Tormy-" reply="23" id="2465485"] Quoting lifekatana, reply 21NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. WHAT HAVE YOU DONE? I thought you had a brain and din't listen to screaming fans who want damage types. damage types and armor types are HORRIBLE GAME MECHANICS. This makes it basically rock/paper/scissors and is the prime reason why I don't play galciv anymore(or sins for that matter).

80 Replies 129,071 Views

I was able to research everything in civilization and warfare. I got to level 12 or 13 in them to get the last techs. Anyway, I replayed Master of Orion 2 last night and the research system is almost the same, and it never bothered anyone. I just hope there will be some kind of "situationnal" techs (if you start near mines you'll have a better chance to get the "mines" tech.

5 Replies 1,343 Views