NTJedi

NTJedi

Joined Member # 2399246
58 Posts 933 Replies 21,456 Reputation

[quote who="lwarmonger" reply="8" id="2076989"]I have to agree that trade routes should be the way to go. Possibly not even set up by the player (trade tended to go where the infrastructure and terms were best). So if you tax the trade coming through your territory too heavily you will find it elsewhere. Or if pirates stick around outside your ports looting ships and you do nothing about it, merchants will cease to come. Trade, for the most part, should be independent

66 Replies 214,794 Views

[quote who="CapnWinky" reply="1" id="2076230"]The "Load" button? [/quote] I advise not changing the course of a games history in your favor because that's a huge unfair advantage. I won't go into detail and this topic has been previously discussed within another thread so let's not throw this topic off course with responses. I just wanted to comment on a personal experience where I had the option to quit a game I was losing, yet I chose to keep playing. It was

14 Replies 25,746 Views

[quote quoting="post"]It will be interesting to see what mechanisms are in place to help a player that gets behind. It isn't very fun to know that you are out of it because you lose a big battle or key resource. Anyone know what is planned to give a player that is behind a fighting chance? [/quote] Well one multiplayer option would be to the option to disable the graphs progress bars. Within Dominions_3 you have the option to enable or disable graphs which

14 Replies 25,746 Views

Here's a list of ideas for improving the trading within Elemental: 1) I've recognized most TBS games involving trading of item(s), service(s), resource(s) and/or location(s) between players can become slow or time consuming. Especially for a game with 30+ players. </

66 Replies 214,794 Views

[quote who="landisaurus" reply="21" id="2074008"] I don't think these 'tags' are going to exist. I imagine if they don't then will be messy with a bunch of tags I'd imagine. Stardock really sounds to me like they don't want such labels. [/quote] As I wrote earlier... it would be the easiest way to create spells, items, terrain, etc, which provide benefits and disadvantages to units. Sammual provided a perfect example, simple to understand, w

50 Replies 157,274 Views

[quote who="landisaurus" reply="19" id="2073895"] Yeah, thats already been confirmed. We will be able to create entirely new units [/quote] Well I know we can create new units, but can we create new unit tags... I should have been more specific. For example let's say the default game only has a Giant Spider and a Mutated Scorpion as insects which fall into the Beast unit tag. I pray we can create a new unit tag called Insects&n

50 Replies 157,274 Views

Yes, the default game should have dragons as very rare. It should still be possible for a map maker to create a custom map where a channeller who's a father of wyverns could battle another channeller who's a father of dragons. I really hope we're not limited to only 4 types of units in a world of magic... and if that is true then I PRAY we have the option to add new types of units as w

50 Replies 157,274 Views

Thanks Sammual that's a great spell example and hopefully we'll be able to create spells which can have multiple effects/uses. Whether its from any of the fantasy TBS games such as the Heroes series or Age_of_Wonders series or even the Domini

50 Replies 157,274 Views

[quote who="landisaurus" reply="8" id="2070835"] Unit features and unit tags are two completely different categories Well, my point was I didn't think that Elemental:WoM was moving in a direction where such tags would be good to have. I feel like it takes away from what has been mentioned in the developer journals about unit creation. Creating catigories limits the number of ways you create units, even if you get to make more catigories. &nbsp

50 Replies 157,274 Views

[quote who="Tamren" reply="1" id="2069310"]So templates essentially? Templates are great at condensing information. In MoM for example the "undead" template is really immunity to sleep/paralysis/fear and whatnot all rolled into one. Whenever you see it on something you immediatly know whats going on. [/quote] Not so much a template as being more of a tag... perhaps some tags can provide a few default features, but nothing should be set in stone as some map maker may wi

50 Replies 157,274 Views

[quote who="landisaurus" reply="3" id="2070036"] I don't know if its really a good idea to catigorize this. I mean, what is "alien" in a world of magic exactly? have you seen a beholder? Like, that could be alien, magical, or beast. In another game, I'd probebly be willing to move it into magical or something. But Elemental is all about creating your own things. The reason that conflicts with the templates is because if you read some of frogboy's c

50 Replies 157,274 Views

Well this is the Elemental Ideas Forum so here's another one of my topics providing ideas for the game. Every unit can have one or more tags which characterize the unit. These tags can be used to provide the units with benefits or disadvantages for the types of terrain, weather, weapons, spells, etc., : 1) Humans: Probably one of the more common unit types, can be found in almost any location

50 Replies 157,274 Views

[quote who="Silicor" reply="24" id="2065717"]Cost is an answer, but I don't think it is a complete answer. It still is only a race, however, with the currency being essence it does create interesting tradeoffs. That's what I'm talking about. Creating tactical/strategic tradeoffs that players will have to make. This is much more interesting than a race. It also has to do with the criticality of losing a production space. If only offense matters, it makes the

70 Replies 72,628 Views

I agree with Tamren and Rhadagast ... one method I recall working really well was the unit placement of troops on the battlefield for Lords of Realm_2 . Yes that's an old game, but I recommend the same type of stacking be done for Elemental battlefields. Hopefully the developers can find the g

70 Replies 72,628 Views

[quote who="Tiefling" reply="14" id="2065493"] Stacking units is not just a means to build up an army but also a way of conveniently moving a number of units at the same time. If game mechanics are such that damaging units in a stack is more effective (because of splash damage) than damaging unstacked units, the obvious work-around is to spread units out. This, of course, means you have to move more units each turn, making it a lot less convenient than moving stacks of u

70 Replies 72,628 Views

I would love to get started on creating the 3D models now for Elemental yet I haven't heard any official response on what we need to know so they will be compatible.

21 Replies 19,703 Views

[quote who="timbur" reply="25" id="2065251"]DOWNTIME KILLS ALL! The most boring thing possible is waiting while others fight a battle. Anyone ever played the old board game Titan? That game had a strategic map and a tactical map. While a great game at times, large battles could easily last 30 minutes or longer. [/quote] I agree and this can be experienced within AoW:SM as well. It was also annoying how all players could view your battles.

34 Replies 113,055 Views

The killer stack problem in MoM does not sound like the problem was with the killer stack, but more a problem that the AI lacked the skill to cripple and then stop the killer stack. In AoW:SM human players would stop killer stacks with a combination of map spells and then battle spells while taking out key units within the stack. As you might have expected the AI opponents had less skill at stopping the killer stacks. So I would say the key is having a skill

70 Replies 72,628 Views

[quote who="GW Swicord" reply="3" id="2063357"] I agree, but I'm surprised to find myself interested in the idea of disguising units if there is still a possibility of identifying them somehow. [/quote] Of course we want methods of identifying the disguised/blurred units otherwise it'd be too powerful and become frustrating. Even with a few methods of identifying the disguised/blurred units it will still be powerful and useful. Being able to have

36 Replies 28,918 Views

Yes "real-time" in battles can become frustrating since the computer AIs can provide 100 different commands to 100 units within one second where the human player would be lucky to provide 3 different commands to 100 units within one second. This then becomes more of a test of how fast you can click the mouse and/or keyboard where careful strategic thinking is sacrificed. The only real-time strategy game I know which allowed for fair gameplay was the or

34 Replies 113,055 Views

I recognized the main page mentioned we'd be able to design our own creations via the Integrated Modding Environment during the beta in June. Perhaps only Stardock can answer the below questions. My question would be what can we do now while we're waiting? 1) Graphics? What type of graphic modeling tool(s) would be compatible? &nb

6 Replies 8,868 Views

[quote who="Ynglaur" reply="24" id="2061756"]I'll buy off on the idea of needing a spell. It's the concept of deception I like: the method of implementation doesn't matter that much. Alternately, it might be cool to have the color scheme seen be setup by player. Thus, I see my forces in blue and yours in red; you see mine in orange and yours in green. Seriously: how often do we say "look out for the blue army!" We usually refererence sides by name. Thi

36 Replies 28,918 Views

[quote who="Aeon" reply="13" id="2062484"]It might be interesting to allow artifacts to be damaged rather than destroyed in some cases. For example, a magical sword is shattered in combat. In order to reforge it, it has to be taken to a particular person or place. So, the breaking of an artifact would spawn an optional quest to restore it. [/quote] Excellent idea... I completely agree

29 Replies 115,003 Views

[quote who="landisaurus" reply="10" id="2060905"] this is especially true if the game works like MoM, where you could always spend mana to move to and from different locations. When a hero found an item, it showed (at location) heroes, and then had a price to teleport to anywhere else. [/quote] That's the same as AgeofWonders:SM... if you haven't played the game I recommend buying the game. Lots of features seem inspired from MoM.

29 Replies 115,003 Views

A good method of preventing a massive amount of items would be if the less powerful items have a small percentage chance of being destroyed during a battle. A low level paladin champion who is killed from a dragon should have one or more items which don't survive such as a holy wooden shield. Another idea would be if there was an easy trading system between players regarding items... say the items can be teleported for a small mana fee.

29 Replies 115,003 Views