A link for this please? I suppose it refers to the continous turns mechanic and not to the whole DnD ruleset, but who knows. About modding, that's a total different thing and doesn't affect this argument.
Modding is a huge piece of Elemental and one of the reasons why more attributes mean more unique creature creations. A group of soldiers resisting bribery should not be the same as the soldiers resisting a transformation spell... the attributes are needed to separate these differences. Modding is needed for creating new creatures and only a few attributes means less possible combinations for new creatures. I'm not surprised you need links for developer comments, you should really follow developer posts more closely so you know what's going on:
Continuous turns: Think Balder's Gate style battles.
I dream of a future where some modder is making an RPG with the Elemental engine.
Quoting NTJedi,
reply 32
Dual wielding melee and missile weapons has never been a common thing, but it will definitely be more common within Elemental if the attack attribute is used for both melee and missile weapons.
You don't play many Total War games, right?
As I wrote earlier a soldier with a lifetime of experience in sword skills shouldn't be able to be trained in a city with a bow and suddenly have a lifetime worth of archery skill... with only the attack attribute available this would be the case. Anyone with really high attack should not be great at both melee and archery.
Quoting NTJedi,
reply 32
That is just one of the many types of corruption attacks... as mentioned in my original post I can easily provide many more examples where these attributes are needed.
You can provide nearly infinite strange cases, but not common ones. That's why those attributes aren't really needed.
Not common? The seven deadly sins are common in the real world... now try and imagine how they would obviously be more common in a world which also has untold riches, fantasy creatures and fantasy spells with fantasy lore using these seven deadly sins. There's over a dozen different mythical creatures with just the seduction trait and this is only one of the seven sins... personally it would be nice in Elemental if I could train human female spys to also seduce as well.
Again, battles are like they are in Dominions because the game is nearly all about battles. Civ 4 battles are like they are because the game is about a lot of things. Elemental is more like Civ in that aspect than like Dominions: Elemental does a lot of things, and it has to strike a balance between complexity in each individual area and overall complexity of the game. So far, Elemental is even more complex than Civ 4 (more complex economy, more complex city building, 2 types of research, tactical combat, unit customization, heroes,...).
That's why something that worked in Dominions can be a total failure in Elemental.
It seems you simply have a lack of vision/faith in what Stardock is capable of achieving. You believe just because Elemental is providing great features in other parts of the game that the developers could not succeed with units having attributes beyond the very basic. Well the extra long beta testing planned and the more than double staffing of developers has me more than confident in Stardocks ability. I will pray you gain the same faith in Stardock.
Quoting NTJedi,
reply 32
I strongly disagree because as a map maker I know having more attributes allows for a greater number of unique fantasy creatures. Stardock mentions in the developer thread how they're reviewing all games and ideally should recognize the strengths and weaknesses of each game. Whether its BaldursGate, Dominions_3,
They can be added in mods if you want to add them, but we are talking about vanilla Elemental.
There's very few details for what will be available with modding the game and adding new attributes may not be available in modding... unless you have a link to show otherwise? I'd say I'm on the forums quite frequently and doubt such a developer posting exists.
Quoting NTJedi,
reply 32
You just wrote in the same post how the Dominions_3 combat system is enjoyable because it's one of its only parts, but now you write it's not enjoyable and instead complex.
Those 2 words aren't exclusive either, it depends in the context. I like it complex in Dominions because that's nearly the only thing you do in that game. I don't think I'll like it in Elemental because I will be doing a lot of things, so a simpler combat fits better.
If you played Dominions_3 you'd know the combat system is very simple and that the attributes only add more strategies for the battlefield. A better way to describe the value of more attributes is if the CIV_4 modders had the option of adding more attributes... and many modders would take advantage of this because units could now be more unique.
Any good programing product has to satisfy several things usually. In a modable game, it means it has to be extensible, so adding them later on even if they aren't in vanilla Elemental should be a technical reality. Adding things that aren't going to be used is just a plain mistake (more code to build, to test, to integrate, to balance, to maintain,...), that's not a good development practice.
Adding attributes later on from an expansion or patch would be a heavy technical pain point. Imagine adding just the wisdom attribute and then having to give and setup every creature with this attribute. Then there's changing any spells, events, and traps which might be linked with this attribute. And finally testing the attribute will work smoothly with existing code. Very painful and time consuming for developers and modders. And these are attributes which will be used there's plenty of spells, events, traps, creatures which can use these attributes!!