Something I'd like to see very much is that there are spells that are unique to a particular nation. Not because it is pre-programmed, but because spells available for research are determined randomly and different nations end up with different sets of spells (naturally different each game). Trading spell knowledge or/and stealing spell knowledge (when conquering cities) for example would become more meaningful, and knowing what spells are available to a different nation can change my str
HenriHakl
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[quote who="Mistwraithe" reply="38" id="3005589"]HenriHakl has the right of it I believe. If you want people to be able to mod in a few extra spells without having to also modify EVERY existing spell in the game to update counter spells etc then you need it to be done through applying multiple generic tags to each spell. Having said that I think there is a benefit in also allowing a spell to specify that it is a counter to a specific spell by name for a few special cases there ther
No, each type gets multiple tags. Instead of [CounterAOEFire] you'd have [AOE] and [Fire]. "Deadly Blizzard" would indicate that [Fire], [Defensive], [Resistance], [Immunity] are valid counter tags. [Fire] would fall under the category of Damage-Type tags, while [Defensive] and the rest are under category Protective tags. The AI's job is picking a spell that ideally matches at least 1 tag from every of the categories specified. So its not a matter of a single super-tag [CounterAOEFire
[quote who="Frogboy" reply="14" id="3005347"] Anyway, human player chooses to cast Deadly Blizzard which takes about 10 seconds to cast (not "real time" seconds but game seconds). Deadly Blizzard shows up on the film strip above a few other units who get to do their thing first. One of those units is an AI unit who sees that a human caster is going through the motions to cast deadly blizzard and looks to see if he can counter it. The Deadly Blizzard spell XML contains a list
Like a cancer?
We shall call them "gloves of transparency", or alternatively a weapon called "unarmed combat training". hehe
@Heavenfall - it is a matter of information density. Some things are suitable to get small blurbs on stat summaries and the like. And some things should be explained in noob-friendly, long detail. The later is the domain of the right-click. For example, clicking on the mana types, say death, would give a complete breakdown of the benefits gained at 1 pick, all the way through to 11 picks. 1 - 3 common spells in spellbook 2 - 5 common spells in spellbook 3 - 6 common,
[e digicons]k1[/e] Everybody knows the simple things work. Then sometimes people forget a little bit.
Logical falacy - the gaming industry has overtaken Hollywood as a moneymaker. They cannot afford to save the economy by shutting it down ;)
I just spend 20 consecutive repeats looking at the little fog video; and I'm quite fond of it. I haven't seen/played EWoM, so the whole art style is novel to me - but it is really well chosen and implemented. Kudos to the engine programmers and artists. The fog itself doesn't scream anything at me - which is a good, there is nothing glaring at me as wrong or ill implemented. What did bite at me, though, was the tree-flip.
The press is starting with cancer. It can only go uphill from here
I, for one, will be a newcomer to Elemental - so I'm not too pre-conditioned on it - and I'm willing to put my gaming dollar on Fallen Enchantress. I haven't been exposed to good strategy titles in a long while (I kinda lost interest when the RTSs took over) but recently I've tried out Fall from Heaven 2; to find out what Derek had achieved. And I'm well impressed. As it stands, I'm very hopeful for Fallen Enchantress.
I'm fine if it is say 50% as effective without special effort; and then having a few traits, technologies, magics, and/or other special things that can make it at least 80% as effective.
[quote who="unacomn" reply="17" id="2999334"]Four seasons are overrated. Down here we've also got mock-summer, almost-autumn, pseudo-winter and "YE ELDER GODS HELP US WE'LL FREEZE TO DEATH IN THE NEW ICEAGE". A good TBS beta would be nice during that last one, so would some woolly mammoths to hunt .[/quote] This is a cue to the animators to show off something!
I'm disappointed. Fall ended months ago for me. Greetings from the southern hemisphere by the way :D
I think it is a hard lesson to learn: strategy games like AoW, MoM, Civ and the like are not for the mainstream - and I think a lot of executive board decisions are made to try to appeal to a broader target market by being simpler and more accessible. In the process you are invariably shooting yourself in the foot. There are some German strategy games that are all numbers; and I guess that appeals to a certain turn of mind. But those are not what we want. The game of
[quote who="HarbingerLeo" reply="10" id="2998855"]In deference to leeboy26 , if you like the randomness, that's fine. I personally edited the game to balance out many of the random factors. MoM was and is very detailed game. (Thankfully it always had in game help to walk you through 99% of everything. If one could be bothered to read it.) That's what I like about. The Age of Wonder series probably is the closest mirror to Master of Magic, but they don't have half the detail. Game
Though I still like my suggestion for the new layers of strategy it creates.
MoM increases the mana cost based on distance from capital, I think
A potential way in which this suggestion could be handled is having a special unit trait (applicable say to rogues, scouts, highwaymen etc) that has the following effect: if the unit is inside neutral terrain, it may act as if it had "hidden nationality". Additionally the trait acts as if giving a small neutral area of influence that is so weak that it doesn't show up if inside borders of a nation, but along the border it is strong enough to create a small buffer area of "neutral" territo
Maybe it could be balanced by either having ICBM level spells too broad (thus killing your friendlies too) - so only tactical spells are allowed. Or have a trait in your heroes that allows them to channel some magic of the main wizard through them onto the battlefield. The trait would be part of a set, with each level giving a greater degree of mana that can be channeled through. So "Remote Channel I" allows 10 mana, "Remote Channel II" allows 25 mana. Etc. This would require a hero-u
[e digicons]k1[/e]
Extension along a similar line: A trait that grants more trait choices each level. A good level 1 trait, as it lets you chose from 7 instead of 5 traits at each level (for example)
This is not enough! Tell us moooooore. Explain yourself :)