It just occured to me that scheduled and calendered events could also be implemented into the game. Things like festivals, holidays, celebrations, remembrance, worship or other traditions can be made to occur once per calendar year, and each one should have some sort of effect, possibly both negative and positive. These occasions could differ according to alignment (i.e. Kingdom or Empire), as well as race. In other words, events that are actually non-random.<
Istari
[quote who="Scoutdog" reply="2" id="2548768"]The one thing I have grown a wee bit concerned about is people gaming the event systems to get certain tactical outcomes.... without the dev supporting it: these sorts of manipulations could really be quite fun if the game was built with that in mind (fulfilling the conditions of ancient prophecies, setting the conditions needed to summon crap, that sort of thing), but if the lore and text and feel of the game don't support this system and instead
Category: New Ideas Title: Crafting Link: https://forums.elementalgame.com/376662 Brief Description: Using reagents of varying types and power to enchant or create artifacts/equipment.
Category: Gameplay Title: Non-Random Events Link: https://forums.elementalgame.com/376714 Brief Description: Creating systems and reasons for random events that fit within the game world. These systems serve to organise and simplify event occurences.
I started this idea in another thread. What I gather many people don't like about random events is that they come out of nowhere for no particular reason. What I mean by this is, you are playing in this world about which you are acquiring a great deal of information as you go. Then suddenly, something materializes for which there is no precedent or traceable series of events inside this world you are spending all your time in. I think that instead of some dice roll or game pro
As far as I understand it, crafting kits are made by mining crystals. My suggestion is that a list of materials should be available for making or enhancing mundane or already magical items. Some materials should be more rare, and some even unique. The materials aren't things like bits of wood, metal or leather straps, but rather magical catalysts of varying types and magnitudes of power. For example, gems, stones, golden fleece, eye of cyclops, dragon's blood, channeler's pinky t
[quote who="bleeba" reply="2" id="2545652"]I agree. I loved being surprised by the AI doing something really different. It sound like the mix of maps, races, random events, techs, marrage and offspring decisions, and magic schools and books (not to mention the modable content which sounds like it could change in a way to give you a very different game each time you play. For me, I would like to see a game (I don;t expect this to happen-way to much programming work)
Perhaps the might of your empire should also be a factor in the heroes' decision of whether to stay loyal or to defect. Also, your alignment or play-style might play a part. For example, if you never offer quarter, if you are more likely to raze a city rather than take it over, if you are quick to declare war but very slow to agree to a peace, then the hero might think many times before double-crossing you for fear of retribution. At the same time, if you show your self to be fair-minded, len
It doesn't look like there will be multiple planes in this release, but there are some good suggestions here for something that might be added in a possible expansion.
The following are suggestions in question form: Is it in the current system that your interactions with other channelers are stored, weighed and ranked for significance, such that a calculated net summation would set the general level of trust and influence you have? Does each interaction type have its' own consideration such that dishonesty with an ally in war will not necessarily have negative effect on post-war trading? And that generous trading will not necessarily pr