vieuxchat

vieuxchat

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

No, that is essence (maybe life magic will be tied to your remaining essence ?). But you're right when you say there's no life shard : only water, fire, wind and earth.

21 Replies 10,500 Views

Elemental>Data>English No need to thank me [e digicons]B)[/e] Is there a way I could mod the english.str, without editing it ? I'd like to start a french translation and I don't know where I should put the file and what I've to do to make it recognized by the game.

42 Replies 84,847 Views

Now, the question rises, what should be in the game by default in terms of “stuff”? Stuff about economics: Places that would change the way economic works : artifacts that you need to put in a city, then economic change, like you can transform food in gold, or mana in gold etc. Stuff about war Places that result from ancient battles or big battles. Consecrated terrain that would impa

42 Replies 84,847 Views

For now (beta 0.24) they work like that : each time a caravan reach its destination it "gives" 10% of th eresources of the starting location. It costs 10 gold/turn (and I really hope this will change O_o) They can be attacked (usually by spiders :P)

1 Replies 8,218 Views

And why not making it a choice while in combat ? Each turn you have the choice to let your sovereign escape thanks to a spell of recall, or an item or whatever you want. So you can gamble it, or play safe and evade if things are getting bad. But if you get caught by a dragon and you aren't prepared ... you should lose.

119 Replies 286,297 Views

[quote who="kryo" reply="9" id="2399495"]What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.[/quote] Move straight : simple thing, straightest path WayPoint : you place a waypoint then say how you should go to it. Move to + avoid (each turn you calculate a new path if an enemy has appeared in range of the path

15 Replies 17,366 Views

And why not adding some "tags" to each tech : those tags would be the name of terrain elements (hills, mountains, dungeons - you research faster quest tech ;), water, etc.) or the name of resources (like elemental shards, mines and so forth) For instance you would have "mining tech" with the tags (mountains X 2, hills, dungeons). For every mountains you have in your borders you get 2 free research points, for every hills 1 RP and for every dungeons 1 RP.

17 Replies 66,306 Views

I hope battle terrains won't be .. bland. But with some structures, like in X-Com where you could destroy some walls to create some new ways, or the fact you could save some movement points to react in the enemy turn.

11 Replies 16,613 Views

MAgic is everywhere. So why not choosing a magical solution to the "esacape free" ? For instance you could cast a spell that has an upkeep of 10(or more/or less) mana/turn.. It's costly, but it will teleport you back to the nearest city each time you "die". About caravans : why do they cost money ? And if such, why shoul dthey be automatic ? Will I be obliged to NOT construct roads in order to earn some money each turn ? About performance : can't you release a "bug-fix

119 Replies 286,297 Views

Like in HoMM in fact, no? The more markets you get, the easier it's for you to get resources. Anyway i'm in for some diverse resources, but not too much. Special things should be created thanks to combination of basic resources ( adozen resources could be enough if you start combining them to get what you want)

95 Replies 662,265 Views

Option 3, by far. option 1 isn't viable, because we don't know if there's some kind of hierarchy between the weapons : would you prefer long swords or short swords ? They both have pros and cons. option 2 will soon get to tedious. Think "big map" ...

10 Replies 7,928 Views

The speed at which your units travel the map is one of the most important problem in a strategic game. It's a matter of "how fast can I reach my ennemy". And it's really strange to be able to travel the whole map diagonaly and orthogonaly at the same speed. And that's an often debated problem in TBS, like Strand says : [quote who="Strand" reply="3" id="2393591"]Hexagon Debate: Activate[/quote] The lost points of movement is a real problem, and that's why an hexagon map

17 Replies 146,031 Views

Moreover you don't need 31432451345 resources to create as much effects. think about Morrowind and the way you could create potions. Each resources had some effects attached to it. If you melt two resources with the same effect you get that effect. There were negative effects in morrowind and it was really interesting to find "good" resources that didn't have bad effects. I would love such a system in elemental. Or something else : you have 4 resources, sheets of fire, earth,

95 Replies 662,265 Views

[quote quoting="post"] This next week we’ve got a ton of things to do. Most of what we’re working on doesn’t show up in the game. In no particular order, here are some things on the high priority list: 1. Gotta expose the AI to Python. Need that so that I can start doing serious surgery on the AI without constantly having to recompile and re-run the game. 2. Nail down what resources we want to have in the game. I keep thinking that it’s be

95 Replies 662,265 Views

If there is a graphical representation of the tiles you can travel to, then there won't be any calculation to do. And travel paths would be more realistics. The same problem was in civ and ? We learned to play with it, but it doesn't make it a good design decision. Seriously ... 3 turns instead of 5 turns in a strategic game IS a gameplay problem.

17 Replies 146,031 Views

I agree that majesty 2 is less flexible than the first one. But there still some possibilities to vary tactics. Even the survival test can be won with several ways, the only thing you have to do is to destroy asap the ogre's lairs, then you can choose how you'll prepare for the bearmen.

9 Replies 48,973 Views

I really (really really really) hope that the tactical battles maps will be more interesting than just some squares and no terrain that have battle influence. We need hills, thaht exhaust troops when climbing, but give a range bonus for archers. "Light" terrain that give bonus to light troops and maluses to heavy troops. Fantays wars/elven legacy had it the right way, I think : several kind of terrain (not too much) with real influence on combat.

11 Replies 16,613 Views

[quote who="zigzag" reply="7" id="2395198"]1-square-same-cost is the best option because of its simplicity: it avoids the problem of fractional -- radical, really -- movement points.[/quote] But gameplay-wise it add problems, like that city that is at "3 turns from you" when it should be 5 turns ! Isn't it a real strategic problem ?

17 Replies 146,031 Views

The mop up phase shouldn't be as tedious as other games thanks to the quest winning conditions, or the research winning conditions or the fact you can change terrain/alter reality with spells. I just hope this end-phase won't "just" be "find every one of them and kill". I hope that there will be some interesting mechanism like culture, like nations stealing heroes from other nations (and it seems it will be possible : i opened the english.str to see if I could translate, and I saw tha

39 Replies 25,330 Views

And why not choosing what the sovereign is doing of his time ? He could be helping researching. Or upgrading the network system, or searching new heroes. Or helping the poor. Or helping the farmer. He could help warriors training (and they would get some "blessed" perk on training). If he helps farmers he would get a few points in constitution. If he helps researching, he would get some intelligence points. And so forth.

37 Replies 81,124 Views