I'd vote that you can set caravan distro to be 'automatic' or 'manual' so you can choose if you want them to manage themselves. In a large game (much larger than the tiny map we are given here ) I don't want to deal with managing all my caravans. I figured there would at some point be a supply line feature. Where wagons would have to carry supplies to forts and armies away from the city. At least, I'd like there to be.
landisaurus
But a jedi should be above "cravings". That doesn't mean he should not work for it.
the answer to that is "yes" it is scalable to fit your system requirements. Chances are that 20,000 will be rare, unless they make some dramatic changes troop production times and training interface. But I'd wager the goal is around there in terms of being able to support troops. So if you have 2 particularly lethal stacks in a 30+ hour game, perhaps numbers could climb that high. easily with some modding. thousands for s
[quote] Maybe not Crysis good [/quote] lol, maybe not crysis good? Undoubtable not crysis good. If they were THAT good I'd have to upgrade my computer again (I'd say likely team fortress 2 good. And that game looks pretty good) I'm not really sure what to expect in terms of improvement though. Certainly some, but if you're playing this game for Crysis or far-cry type graphics, you're in the wrong department. An
I was thinking the same thing. Glad this thread exists. Though, in terms of smart money, I'd think somebody other than the one the betting table was suggesting would be a better choice.
I'm sad I didn't get in. Oh well. This is different from what I imagined. Are the turns being posted right here in the journal? (i.e. should the rest of us only read and talk about whats going on elsewhere in a normal thread?)
[quote]I've been thinking about giving you a run for your money on that title anyway Landi. I'm on here literally 24/7, even when I'm asleep. Come to think of it, since I pre-ordered Elemental the only time I haven't been logged into the forums is when my computer is off (doesn't happen often). Not too mention I'm awake for 18-19 hours at a time, sometimes for over 24 hours. I usually sleep anywhere from 4 to 7 hours a day if I'm lucky.[/quote]
man, I know I'd be interested. Though, I'm a bit late (curse me for not checking over the weekend) It is way past "the morning" by this point. I've failed to keep up to my duties as self-proclaimed forum troll. I'm very disappointed in myself. Its funny, I've talked to people about the idea of a pen and paper RPG in the elemental warld. I was discussing it with a friend at some point after the book was announced. Its
thanks for the effort!
[quote]Now, if you have a really basic archer its attack and defense might be 1 attack (bow and arrow) with just a shirt (0 defense) with 1 HP. His arrow won't pierce the armor of the dragon and thus no matter how many of them you have, they will die. You would need a much better type of archer (weapon wise). Maybe an archer equipped with a crossbow or a longbone that does 2 attack and 1 defense. You get enough of them and that dragon will go down. &nb
a wealth score would be nice. Its more of managing your in vs. out like in supreme commander and a few (and I mean few, so it would almost be unique) other titles. However we've already reached the "economy beta" which suggests that we've got the basic outline for the economy already, rather than just a possible "place holder" economy structure. So I feel changes from a "you have XXX gold" to a wealth 'stat' that is influenc
I would still want to push for 1 tile wide bodies of water that might appear to be a river to the common eye forming (more like inland seas, or great lakes) just because it spices up the land formation and you can sail large ships on it, but also build like a 1 tile "bridge" across it.
its funny you are talking about "forcing turtlers to get out in the world a bit" when one of the example strategies Brad "Frogboy" Wardell (you know, the guy running the show) suggested is using magic to build a wall of impassible mountains around your cities, and do all your expanding 100% through diplomacy, allowing turtles to win without ever having to leave their shell until near the end of the game when suddenly they inherit half the world from all th
I'd say that any sudden boost of movement that catapults you the last 1-2 squares into an enemy city is fairly broken. You should be able to manage your move well enough that you don't need a fall back (and it wouldn't even solve the problem, it would just change your frustration from "need 1 or 2 spaces to reach the town" to "need 1 or 2 spaces to force march into the town" and it would destroy any chances of moving your own troops around inside your nati
having a "tech OR magic" system would be neat, though I don't think that is where they are going. I mean that kind of contrast isn't something you could change at the last minute when "techs" include some bare needs like farming or simply having bigger houses, and magic is supposed to be a radically different card based system. I know as a kid I imagined MoM 2 would introduce a "tech book" that allowed the users to gain special sci-fi related abilities that could be used
text size and font IS a good idea. Though I suspect they want to make a good interface 1st, then worry about being able to adjust the text settings (so their default is awesome). We've seen they will have a fallen interface that is not the same as the men interface. If they don't let you change the color of the interface GalCiv2 style, then I'm sure somebody could find a way to mod it in once they've given us code for any sort of interface choices at all. &nbs
one of the features supposedly directly inherited from MoM is magic item creation (last I heard anyway) so once SD starts to give us the features surrounding that (I suspect sometime after they give us any magic at all) we will have a better idea of what we can do with magic items we are not currently using.
it becomes easier to handle a creature creator if you have cut-paste parts, like that of a robot. So the arms may not blend at all with the body or something like that. But I'm with pigeon on this on all the way. I mean, it would be nice for an expansion I suppose (Expansion primary features: complex creature creator + advanced dungeons) however since we can just model in our own creatures, I don't see why they would spend that much time on it. &
With the whole family tree system, and the fact you are going to need to pay attention to heroes so you know when they are going to become too old and die... I can see giving them jobs of some sort. Perhaps a wore torn hero can retire in his later years to smith work or helping train the new recruits. An old wizard-type hero can help you study in the library, or even a young one for that matter. I mean, when you have a daughter of some sort in your family tree... wh
I am very excited about getting my hands on the fantastic creatures that have been so worked up. (not just ogres, but things like dragons) So what is the expected power scale between bearotaurs and other fantastic creatures? Certainly stronger than regular bears, but would they really be as strong as the people trained to ride no bears themselves? I mean one reason bear cavalry are so insane, is you've got the strength of a bear... plus the kind of pers
@raven X : look in the elemental folder, under "GFX" then "backgrounds" you'll find some PNG files, ready to be modded. (It looks like it automatically pulls images from that folder, so if you add your own images it KNOWS, Though, my tests in adding additional images to widen the background selection has failed, you can totally replace the existing backgrounds with something else.) SEE! I just o
for the record, I think I like it better than building your demigod. If you built your demigod, the balancing nightmare would be a different ballpark, and it likely wouldn't be very fun to play because when you are a new player coming to the game you'd be overrun instantly by experienced players who know "what combos work". As it stands that still happens, but it is much easier to see what works when you're limited to the abilities given to a single demigod. <p
[quote]I think "final micro expansion" means that after Diplo the next "micro" will just be included in the $30 full expansion, right?[/quote] I'm not even sure what you are asking. There are 2 micro expansions. They will come together as 1 retail box. If (when) there is another not-micro expansion, it will likely have its own box I'd imagine. I've heard there will be discounts available to people who already own the 1st 2 expansions, in t
just to throw out my 2 cents. I want to pressure them to look at a *more* turn based approach than what they were discussing at PAX. Mainly because I want sequenced turns to be an option, and I don't want "wait to issue my moves until the other guy has issued most of his to see what he is doing" to be a factor. Though that is related more to the over-land map than tactical combat (I honestly wouldn't have a problem with real-time tactical combat)
When I think of "PC gems" for some reason my mind jumps to games like Quest for Glory and Scotched earth. Games I played as a kid. As monkey island has already been mentioned, and I'm not sure dungeon keeper is old enough to make the list, nor is Thief: The dark project. I nominate Scorched Earth. Scorched Earth is a shooting game in the most classic sense of "shooting