KellenDunk

KellenDunk

Joined Member # 3375312
8 Posts 283 Replies 10,410 Reputation

[quote who="OsirisDawn" reply="58" id="2424203"]Quoting Frogboy, reply 10The dragon in both. I like it. A (standard western) dragon should'nt be beaten by swordsmen. And why are you making him artificaly stupid by negating his breath attack? Also, one tail sweep through the ranks of those soldiers should kill many and knockdown the most. A dragon should be able to to crush the morale of soldiers in an instant, if he puts attention to it. In short: Dragon

120 Replies 593,235 Views

[quote who="moondoggiee" reply="10" id="2424147"] Damage inflicted = (ATT + 3D6) – (DEF) [/quote] We aren't limited by dice in computers. If you want a 15 point spread with a minimum value of three you can just say (ATT+3+random(0,14)) or something similar we'll understand.

25 Replies 120,481 Views

[quote who="heavenlysynn" reply="2" id="2423862"]Are you serious? Disney art is way worse than that, this is actually good. hercules had to be the worst done by disney.. [/quote] I liked the art syle for hercules.

10 Replies 22,265 Views

[quote who="pigeonpigeon" reply="95" id="2422960"]The real problem with resistances as a generic stat is that it flattens magical variety. Every elemental damage type would require equally powerful attack spells for example. The spells would even have to be identical except for the damage type (think Final Fantasy Fire Ice Lightning- which is caused by it's heavy use of elemental damage types and resistances.)... Why? I literally have no idea why that would have t

151 Replies 79,375 Views

What exactly is the behavior we're looking for in the roads? Perhaps we do something kind of like what we have now (although a more attractive UI for it) but with the ability to modify the intended direction. Choose build roads from a city, choose the destination city and a proposed path is displayed,this path can be bent and stretched to how we would like. Although not knowing exactly what the concern is with the roads, nor the intent for the roads I have no ide

120 Replies 208,668 Views

[quote who="pigeonpigeon" reply="93" id="2422886"] There has only been one suggestion of a mechanic that would achieve similar effects that wasn't also absurdly convoluted - and that was Tridus's. It is effectively the same mechanic but represented in a different way; his suggestion was both somewhat more complex but also a little more powerful. [/quote] Funny, I suggested the very thing Tridus offered when this topic first came up, and in multiple threads. Every

151 Replies 79,375 Views

[quote who="VicenteC" reply="83" id="2422214"] About damage types, for example, you can have just a magic resistance attribute. Or you can give spells a rank (or use mana cost) and make units inmune to spells with a level (or cost) lower than a certain number. Those are pretty straightforward ways of handling magic. And yes, those examples can't model someone that only resists fire, but damage types and inmunities can't model someone that only resists

151 Replies 79,375 Views

[quote who="Zebrafox" reply="33" id="2421442"]Quoting Raven X, reply 29 No cute or cuddly creatures in Elemental please . Thank you. I'll be sure to sneak in some Zebrafox rare mobs (see avatar) just for you. Well Kellen: Sedna can be tough to play. I pretty much only play her, so ive had the practice to get good with her [/quote] I pretty much only play her, too. I think I've gotten pretty good, but people don't let me i

61 Replies 238,880 Views

[quote who="zigzag" reply="14" id="2421579"]I think RTS games get a bad rap from TBS players who discount the mental acuity it takes to make decisions at the rate that progamers do. That said, Elemental's battles should be TBS. [/quote] If you mean the mental acuity it takes to memorize and repeat a sequence of tasks and to train yourself to do them very quickly, yes. I agree.. After watching a few professional matches of Starcraft for example, everything is decided

24 Replies 16,434 Views

[quote who="pigeonpigeon" reply="67" id="2421503" Again, my point is not that each and every one of these games should be planned for Elemental. My point is merely that none of the above scenarios can be done without magic resistance types, except possibly via horrendously contrived and convoluted means (which would be significantly more complicated and confusing then just having 5 or 6 magic resistance types). [/quote] I thought you wanted magical Damage types! Make

151 Replies 79,375 Views

[quote who="Tridus" reply="60" id="2421311"]Quoting VicenteC, reply 57Quoting Tridus, reply 54 Congratulations, you've defeated the a good deal of the point behind having customizable units. Nope, only of magical damage types and resistances and the "logic" behind "fire makes more damage to water" and so on. No, you've wiped out the whole thing. What are we going to be customizing, exactly? We've got one kind of offense units can do (physical). So we hav

151 Replies 79,375 Views

[quote who="Raven X" reply="58" id="2421269"]Ok, I understand where those of you saying "it's not original" are coming from. That's true, but, think about this. Why is Elemental what it is? Why was AoW what it was? All these games are based after MoM and the other old school strategy games right? Those games all did SOMETHING right. If they didn't we wouldn't have played them and we wouldn't be looking forward to Elemental now. All these strategy games follow some kind of rudimentary formula.

151 Replies 79,375 Views

[quote who="pigeonpigeon" reply="38" id="2420143"] Why should my smithies shut down just because I'm not training troops at the moment? Why should me lumbermills stop producing lumber just because I'm not building anything that requires wood? It makes sense for time-dependent things like labor not to carry over between turns, but wood? Iron? Wheat? You make/gather them, and they're there until you use them or they spoil... If you remove storage completely, then there is nothi

53 Replies 179,512 Views

[quote who="Tormy-" reply="34" id="2419380"]We gonna have a morale system? We don't know anything about this. The same is true about fatigue. [Hopefully those will get implemented of course...] This is a fantasy TBS game. Spells, monsters etc. you know. So it would be a big mistake to leave out the magical dmg types and resistances + immunities. 1. It makes the combat system much more interesting 2. It makes the spell system much more interesting. [The other Sovereign is

151 Replies 79,375 Views

[quote who="leeboy26" reply="32" id="2420017"]Quoting Frogboy, reply 30 In your system, can production be completely cut off e.g in a siege or does the town always recieve one metal per day? (sorry if this has been answered I'm fairly new here!) [/quote] Preventing caravans from arriving in a city would significantly slow down production from my understanding of how this works.

53 Replies 179,512 Views

[quote who="Teucrian" reply="20" id="2418667"]Quoting Frogboy, reply 11I think I agree with you guys. Resource storing = bad idea. Let me talk to the team. When you guys say resource storing, are you talking about stockpiling in general, or stockpiling in a particular city? [/quote] I mean stockpiling at all. Bonuses to production time and reduction of monetary cost are all that's really needed. If you aren't meeting food production your

53 Replies 179,512 Views

[quote who="SolarBall" reply="29" id="2418564"]Physical dmg types are good to have, but I don't mind if they won't implement those. [Even tho I hope that we will be able to mod them in.] As for magical dmg types [ice/fire/shadow/etc] & resistances/immunities....they must be implemented or the combat system will be dumbed down/primitive.... You, and most other people arguing for lots of damage types, do remember that there is quite a lot of game outside of

151 Replies 79,375 Views

[quote who="NTJedi" reply="33" id="2418512"] As mentioned earlier a fire spell and the fire element are two separate pieces. Fire Resistance is used for reducing/decreasing the effect and secondary effect of the fire element. Naturally 100% fire resistance shouldn't help against a fire spell such as Solar Burst which can blind a single enemy. [/quote] How do you separate fire spells from the fire element? I think the most that should be do

38 Replies 49,639 Views

[quote who="NTJedi" reply="18" id="2417050"]Quoting KellenDunk, reply 17 Fire destroying armor isn't anything like damage types. Damage over Time isn't anything like a damage type. Lightning spells firing quickly isn't anything like a damage type. It's just spell variety Wrong... these are types of damage and all of them can have nothing to do with spells. Fire damage can be from a torch, lightning damage can be from a storm, etc., etc.,&nbs

38 Replies 49,639 Views

[quote who="NTJedi" reply="16" id="2417032"]Quoting KellenDunk, reply 15 Your answer is about making a variety of fun and useful spells, not damage types. Poison damage, Heat/Fire damage, Cold/Ice damage, etc, etc, are damage types. [/quote] Fire destroying armor isn't anything like damage types. Damage over Time isn't anything like a damage type. Lightning spells firing quickly isn't anything like a damage type. It's just spel

38 Replies 49,639 Views