[quote who="seanw3" reply="22" id="2671013"]Maybe the great solution to lack of shards at the start is a simple trait that specifies a shard at your starting location, like the iron trait.[/quote] the problem is if 2 players dont get the trait one of them could still have a shard
ddd888
[quote who="Spicy Mike" reply="17" id="2670912"] So, what if instead of choosing 'spell books' at Sovereign creation, we chose 'Elements'? Lets even go with multiple picks. I'll keep it simple - we can purchase a total of 3 'Elemental picks'. The first choice is a 'Primary', and the next two are 'Supplementary'. Our choices are simple: Earth, Air, Fire, Water. So, if I want to be an all-out Fire mage, I pick Fire x3. If I want to
[quote who="Hound" reply="14" id="2670843"]If I create a fiery Sovereign with burning red hair I don't want to end up summoning Air elementals instead of Fire elementals. The choice of summoning/blasting/enchanting is secondary to the choice of elements. The Elements and Life/Death give the Sovereigns much more character and should never be randomized.[/quote] the problem is that the actual system is too much different i doubt stardock
[quote who="Hound" reply="12" id="2670805"]It's important to keep shards and spell knowledge completely separate. If shards would be required to learn spells, it would be totally up to the random map generator what kind of a spellcaster your Sovereign would become and customization would be tossed in the bin. [/quote] yeah you are right but the point is more what kind of mage you are once you decide to be a summoner what difference does it m
it was discussed in many other posts, the idea of shards boosting spells is good your values are too high, the boost should be way less but theres time to balance things
i still think its more simple if more books are allowed, its very easy to do and more deep it solves the problem of jack of all trades since then it will only gain access to a single book of any type either that meaning he can learn better spells or higher spell levels
[quote who="TS22" reply="8" id="2670516"]I like the concept of 10 schools of magic. [/quote] i rather have a bit less like 5 6 and the chance to pick 2 or even 3 of the same type to unlock top tier spells(maybe even allowing the chance to research 1 book, dunno)
[quote who="Frogboy" reply="1" id="2670152"]Very interesting. What do others think of this?[/quote] very good idea, the only recommendation is the powerful part is the initial book not the shards for the problems expressed in other threads ie assuming the order of spells is: -fire imp -fire mephit -fire elemental the requisites should be -1 fire shard, 1 book of su
NO, we discussed long way how shards are too much powerful and needed, surely there is something to improve in the shards gameplay but its absolutely not their strenght, shards already do too many things
after some games in beta 3 i have this feeling id like to share imo a bad aspect of the actual gameplay is you can do almost EVERYTHING without a payback you can research without reducing your money income nor your productivity you can build buildings AND troops at same time you can research spells too much easily and again without reducing money or anything in the while you are questing/exploring etc <p
naa 1 resource is ok that makes you dont need anything soon, find the better spots and all also in multi i suspect you wont build so many towns, having 1 food is probably enough for whole game
[quote who="Annatar11" reply="10" id="2669721"] That's true, but it's still too much of a variable. May not be a big issue in single player, but in multiplayer it would probably suck a lot more when your opponent gets a sweet spot random start and you get jipped. "Preset" starting areas don't have to be big, just a 3x3 or 4x4 stamp that has a fertile land somewhere in it and keeps things nice and balanced.[/quote] i agree and i am very concerned about it
yeah thats still a problem with rarities imo i made a thread some time ago about it too https://forums.elementalgame.com/385084
ah yeah i wanted to report the same transports are veeeeeery slow :D also apparently the 2 times i tried transports dont work at all last but not least transports cant dock on towns, dunno if intended or just a bug
i reported the same problem try playing in windowed mode, worked for me
[quote quoting="post"] 1) Level of customization The game is War of Magic so the main emphasis in Sovereign creation should be just that, magic. If I want to create the Icy Witch of the North who will bring eternal winter to the lands... can't do that. She won't be able to do anything lady Procipinee the ultimate generalist wizard isn't capable of. [/quote] i very agree with this, unfortunately the mom system with books was just better o
games are NEVER complete you can just play a wannabe finished game and complain cause they miss x and y and cause there are bugs here and there or play the same thing, but called beta, and help in its development i dont know how you have more fun but many finished games have been frustrating for some point, even good games like dragon age, if i had a time machine i wish i ve been in dragon age beta team to make them prevent some shit we saw in the release
i half solved the problem, for some strange reason the cause with full screen mode playing in window mode makes everything working
this is what happens when i try to build in any town: [img]http://img18.imageshack.us/img18/6949/emptyce.jpg[/img] tried also various sovereign/races but still the same my dxdiag : http://pastebin.com/download.php?i=gHCKQfRF
sry double post
Spell Name: create illusion Tactical Arcane Knowledge: 15 Mana required to cast: 5 No. Target friendly unit is cloned with 1 hp, dies at first hit Spell Book: Book of summoning note: the illusion need to be the same as original so if 1hp is a problem can have same hp as original and negative res/armor or some trigger to make it die at first it Spell Name: exchange Tactical Ar
a few spells fast coming to mind: invisibility=no need ot explain taunt (this was very cool in kings bounty and also working in mmo) =makes the unit attack who you want (like in mmo) or makes friendly unit the only target for attacks(like in KB ) exchange=(between friendly and or enemy units) trap= place a trap on a tile on the ground damaging and or slowing who pass over it illusion=create a fake copy of target friendly unit bomb
well it depends on many factor like mana costs of spells, and stuff like that also need to see the new system for building towns combine into it how can we judge a totally new concept like changing empire into kingdom? well maybe its just me but i cant argue b4 i touch with my bare hands
guys what the point of discussing someting thats already been changed before even seeing the actual changes?
in some case i could agree, maybe some unique "artifact" with great power but in general, no, i dont like the idea of a map flooded with items