Robbie.Price

Robbie.Price

Joined Member # 2782123
1 Posts 16 Replies 15,400 Reputation

[quote who="Tamren" reply="6" id="1975782"]I once had a discussion on winged humanoids. In DnD and other places humans with wings are a common feature. But in real life you would need a wingspan of over 40 feet, and that is just if you want to glide. Powered flight is probably impossible because we don't have room for any more muscles and wings can't be connected to any of the existing muscles. Of course of magic is involved all bets are off. Can't wait till beta [/quot

76 Replies 159,378 Views

Goodmorning all, a few quick things. 1. on modding: How possible is it to make mods multiply selectable. I know from GC basically running two mods at once was difficult, and to really do so one needed to make a new mod that contained both or all previous mods. I don't know much about modding, is it feasible to have modding be sufficiently structured and modular that the software can intelligently merge non conflicting mods without help? <br

73 Replies 223,404 Views

If battles have tarrain and landscape and tacktical advantages, do you hunker down where you are, what if your spread out? and what about semi-nocternal magical animals? or night hunters Cat, owl? still want it to work, but can't see it. yet at least Best wishes

47 Replies 107,413 Views

Goodmorning all I personally agree in part with Peapiggion, Just in time delivery has serious disavantages. You eithor have to set up explicate stockholding, or risk latancy between order and delivery which is location dependent, even for small orders. I also don't like very much the infinite production of MR/turn. I like the Pull method best, i think that Pulling should be the way that LARGE order are filled. as i sugges

33 Replies 122,979 Views

[quote]It mustn't prolong the game as I want fast games like Age of Wonders on small and medium maps. Some peoples border ideas make it sound like they plan to play X-Large Civilization & GalCiv 2 like games where things mo[/quote] You would love the variable micromanagment levels then, medium (small) map low (medium) complexity. But some people want, or need the 6 hour - 24 hours, 80 hour epic games. Hopefully Elemental will be able to do both.

39 Replies 100,504 Views

[quote who="landisaurus" reply="9" id="2259289"] Try to see it from my point of view. When I beat you down with a shovel and take your one ring, who's laughing now?! me, because my ring is evil and will totally mess you up. I'll be finally free of its weight.[/quote] Dude, If we're making artifacts . . . artifacts with build in hidden curses. ment to be given to an army that is definately going to loose, the loot is cursed, but the finders can't tell, ju

39 Replies 39,298 Views

Goodmorning all, On the topic of counter magics, i was thinking you should at least have to know the spell, to counter it, So to counter a spell you would have to; 1 identify that it is a spell *weather might change something to ice temperarrally, is that natural or spell enhanced?* 2 invest in finding out what spell it is, If you have that spell to cast very easy fast, if you cast that element but don't have that spell researched slower, i

71 Replies 58,461 Views

I love the idea of battles that span more then one game turn. . . but i'm not sure how feasible it is, or what advantage it brings. (with the exception of sieges) Given that it's X-Com esk does a battle only last n turns, then you return the next day? Do your troops retreat, or just stay put till you get back to them? If they are staying put, does that mean the battle raged for 24 hours straight?? if they semi-retreat is it not easire to declair the battle a stat

47 Replies 107,413 Views

Goodmorning all, I would like to see a vast array of temperary spells. 'sudden winter' - renders land into snow scape, all the normal snow effects. lower's farm output. 'heat wave' - same as above but dessertification. 'Splitting the watters' underwatter land bridge, al la Moses. Your troops can pass, if they try you cancel the spell and drown them all. 'Land bounce' makes a hill, that rises over several turns then falls after some del

51 Replies 36,047 Views

Goodmoring all If you include non bacis mounts, thought should be given to semi-sentient mounts, and sentient mounts... archers mounted on centaurs carrying pikes... pegasi. . . unicorns. . . lesser dragons, and griffens, unlike horses many of thses make good additionally interesting contibutions to game play. Pegasi could carry a wounded hero out of combat, lesser dragons and griffens would add additional attacks and continue to fight without their m

41 Replies 35,897 Views

One thing i've been thinking about for a TBS game is the possibiltiy of having mulitple levels of micromanagment avalible. When you start a new game you choose things, in GC it was random events on or off, how large the galaxy is, difficulty /skill levels of the opponents. . . ect. I am thinking it should be possible, and benificial to have multiple avalible levels of micromanagement, as a choise when you start a map. The important thing w

23 Replies 18,182 Views

********************* Edit 1 Sorry for the long post . . . :- $ ********************* I would like to see the issue with the combat system addressed that is discussed in this thread: Single ships beat fleets thread Basically, it talks about how due to very high attack values at the upper end of the tech tree, attacking a fleet with one p

150 Replies 105,849 Views

Hello everybody, I read through all the posts, and ended up signing up for an account here just to share this idea, i hope it is liked. simply: some scientist, (or other believable entity with it's own motivations) finds a way to stop hyperspace travel. The scientist builds up his/her network of dampening fields along all the boarders between controlled spaces of the civilizations. Then shuts down all space travel for all civilizations. The scientist demands c

228 Replies 167,282 Views