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Re: IGN: Elemental: War Of Magic - Preview
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Total Annihilation was an RTS, big difference from TBS. |
Re: IGN: Elemental: War Of Magic - Preview
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On the contrary. Kill 1 unit of the ai, and you've won. I never managed to like Dwarf Fortress, but in roguelikes, when you die and it's over, it's cool because you're playing one individual, because it makes the game harder. In my opinion, Elemental is adding a mechanism that the ai can't handle to defend itself, and I am not interested in playing an individual but a nation in such a game. |
Re: IGN: Elemental: War Of Magic - Preview
If I understand correctly, the talk was now having an exceptionally poor workaround for avoiding sovereign death: if defending, the sovereign automatically retreats to the nearest friendly city, instead of dying. That seems to me to be a particulary poor way of removing penalties for risky use of a sovereign.
Even though I would much prefer to have the game end (or some very serious penaly) if my sovereign "dies" -- perhaps he goes to some MMORPG-type of purgatory from which he must return -- I would be satisfied if this were an option I could turn on without having to mod. I believe it would increase the RPG-type of feeling. That said, I am greatly disappointed with the little bit I have been able to see in Beta so far. It looks like the combat -- and hence the entire mechanism behind military victories, behind constructing units and research military power -- is vastly undercomplex; it looks even less promising that the combat system of GalCiv2. Or maybe I am misunderstanding everything. |
Re: IGN: Elemental: War Of Magic - Preview
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Re: IGN: Elemental: War Of Magic - Preview
I wander about the whole sovereign death thing; my rather fuzzy memory suggests that the game had a dynastic focus, especially in regards to diplomacy. So the simple solution would be to make full use of that and require that you have an heir to keep playing if your sovereign dies. This could lead to a more interesting diplomatic system, what if you married your only heir to a competing royal family, what are the consequences of having an underage heir and so on.
Just seems as though the developers aren't thinking everything through from what I can see. |
Re: IGN: Elemental: War Of Magic - Preview
The dynasty thing is a rather late idea. The core idea has always been to play an almost divine individual. Dynasties are for vassals.
Now I don't say that it's consistent, but we will see whether vassal dynasties diplomacy has any meaning if it all revvolves about killing enemy sovereigns. |
Re: IGN: Elemental: War Of Magic - Preview
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Re: IGN: Elemental: War Of Magic - Preview
lol @ my lack of apostrophes and commas.
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Re: IGN: Elemental: War Of Magic - Preview
Been a while now and still no EW:M.... Starting to feel slightly depressed:hurt:
Here's a picture of a cat just to prove the authenticy of this post http://farm4.static.flickr.com/3282/...c8cae16f_b.jpg |
Re: IGN: Elemental: War Of Magic - Preview
The kitten rules.
In other matters, the one thing thus far that I don't like in what's been shown of E:WoM is the inability to limit world rulers (okay, I want to say pretenders, so I will!) to specific spell groups by type. What I mean is something along the lines of what Master of Magic and Dominions 3 do: you take X many books/levels of Nature, and you get Y many Nature spells. Other pretenders without Nature chosen at the start can't get those spells. Tends to make for more customized and distinct pretenders, in my opinion. Otherwise, I'm very interested in the way E:WoM is going. And Stardock has a history of turning out games with excellent AI, so I don't think we'll see a repeat of the problems along those lines that dogged MoM. |
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