I'm sorry about making two posts so quickly but my last post brought something to my attention. I'm pretty sure that researching technology will be a part of this game so i wanted to ask whoever is looking on this forum if having the most advanced technologies and having the largest armies should make you the best civ?
What I mean is that this is a fantasy game so I've been wondering if a barabric minor woodland civ that puts more emphasis into the individual should be able to beat a large prosperous civ that is expanding into their territory?
Its just an idea but i think itd be sweet
Please take a look at the spells and battles within Dominions_3 to better understand what not only works, but has a strong thriving community.
I think you are overstimating the size of the Dominions community and understimating the size of the community a game like Elemental should have.
And btw, the battles of Dominions are the perfect example of lots of things that make so little sense that sometimes is sad looking at them: oh yes, my slaves are hitting your Jarl, probably stabbing his toe or his ankle to death, but well...
Even AgeofWonders:SM used a magic domain which provided extra defense for the underdog.
It has been a long time since I last played AoW, which magic domain was it and how it helped the underdog more than any other player?
To better help take a look at most other fantasy games which have used walls and other defenses with magic in the past... and you'll see it's already been done and done successfully with the most popular ones.
And it makes no sense at all in any of them. Dominions is the best example of the "put anything no matter what if it looks cool enough", and then battles become an exercise of simply closing your eyes to any type of logic and watch a dance of random numbers. It's amazing that in such a magical world as Dominions things work as they do in the game (yeah, Caelum having castles with walls...).
But what is true too is that I'm probably the minority in this argument.
Mmm, I'm pretty sure in Crysis for example you can break inanimate things. And I haven't tried Half Life 2, but I would be surprised if the Gravity Gun couldn't be used to manipulate inanimate and break objects. Heck, even in Goldeneye 64 when you fired to a wall or door you could see the impacts there... Old shooters were limited in their interactivity with the scenario because of technical reasons, but as hardware and techniques advance more and more interactivity is allowed.
It was more like:
----------
(dev) we know you want to break the crate and the window, but we can't do those physics yet
(gamer) damm, it would be great, but ok
"some time later"
(dev) you can break the windows, crates,... but you can't break the walls yet, it will mess all the pathfinding
(gamer) damm, it would be great, but at least we can break other things now
But I don't think you will find many people saying that if devs are capable of making a game where a missile can blow a wall without the game breaking, that they don't want it.
Here, there aren't any technical reasons involved, only some pretty weak explanations (the wall has infinite height, come on...).
Exactly. In real life there would be no technical reason for it to work that way because it WOULDN'T work that way. That's why you have to come up with weak explanations. I am sure that with some time and effort the devs can come up with explanations that are less weak than an infinite-hight wall, but the sad fact is...... games are not like real life, and if they were like real life they probably wouldn't be all that fun.
First Dominions is successful based on the game quality verses publishing ratio. This was not some game you could pickup in a store as would be Elemental... the overall point being that the game was a huge success in fact the biggest success shrapnelgames ever produced by leaps and bounds.
The magic domain within AgeofWonders:SM allowed any wizard with a WizardsTower a domain where he could cast battlefield and map spells. Thus any map where wizards are in their WizardTower will be able to harm and/or slow approaching enemies outside of the battlefield on the main map. Even on the battlefield a single attacking flyer can allow the wizard to cast a battlefield spell because it's in his domain. When the attacker finally reaches your capital his troops will be wounded and die more easily on the battlefield.
...And it makes no sense at all in any of them. Dominions is the best example of the "put anything no matter what if it looks cool enough", and then battles become an exercise of simply closing your eyes to any type of logic and watch a dance of random numbers. It's amazing that in such a magical world as Dominions things work as they do in the game (yeah, Caelum having castles with walls...).But what is true too is that I'm probably the minority in this argument.
Of course games don't make any sense! I could take any game historical, futuristic or fantasy from any genre(FPS, TBS, RPG) and list hundreds of ways why ANY game has stuff which doesn't make sense. It's because not every single aspect of every single variable can be involved. So while there may be 1000 different ways to take down or build&protect a wall it's astronomically unrealistic to expect the developers to provide all of them. Every game probably only includes 0.02% of all the possible details which exist in real life. And since it's impossible to include all of them the developers can CHOOSE to add more defensive or more offensive or anything in between for the purpose of gameplay fun and balance.
Ofc games aren't like real life because if not they wouldn't be fun, but too many "weak/unreal explanations" and they break inmersion totally. In all games the player has to believe some things that would be impossible in our real world, but there's a limit on how many things you can believe until the game becomes totally unbelivable.
One example was Doom 3: there were times that some monsters would appear behind you (to try scare you), but it was impossible for that monster to be there because you would have scouted every inch of the map so that monster just couldn't be there. The player can believe those monsters exist and enjoy the game, but just teleporting the monster behind him to try to scare him was too much: it was a weak way to try to scare the player and it made the game feel cheap rather than scary.
Same happens if you put that infinite high magic wall (and if you can't use the bridge around it but you can climb it with normal ladders then it moves from weak to cheap).
Elemental plays on a bigger scale and that is something that makes the games different: while Dominions graphics are acceptable for Dominions, they wouldn't be for Elemental. And same happens in every other part of the game: design, tools, support,...
Nice idea. I'll have to install again AoW:SM again to test how this worked exactly.
Sorry, but games have to make "some" sense. Same answer given to Scoutdog applies here.
We're not talking about graphics, tools, support, etc., ... the topic was specific in regards to player defenses and more specifically on underdogs. If you need to use a game which has a major publisher than AgeofWonders:SM will work. For this game the magic domain allowed the wizard to better defend his own units or harm enemy units, allowing the underdog a better fight.
This was definitely one I feel is worth keeping installed. I recommend installing the 1.4 patch as well, especially if you're a map maker. The community is still alive and even developing a 1.5 patch .
So based on the reply#26 post walls and defenses with magic makes no sense at all in any fantasy games. If there's not a single fantasy game which can meet your needs than you would either need to accept what past and future developers provide or switch to a different type of game. As I wrote earlier the developers(past or future) can CHOOSE to add more defensive or more offensive or anything in between for the purpose of gameplay fun and balance.
I reinstalled AoW:SM with the 1.4 patch to test this, and that mechanic is not to allow the underdog have a better chance of fighting. One of your examples was the underdog sending air units to attack the approaching armies to cast spells on them and that doesn't work because the defender gets to act first, so your flier is going to get barbacued before it can act. And even if it survives and you can cast a spell, for example the best offensive spell for a Life Mage (Divine Wrath, 32 mana) won't kill most times a single level 1 unit...
And not taking into account that heroes expand the domain, most times domains are overlapping,... So sorry, this mechanic is not there to help the underdog, in fact, it helps a lot the winning player as he can spend resources to expand his domain everywhere and disturb the underdog everywhere (summoning to make hit-and-run on resources, casting area spells,...).
For example, in another thread you are saying that you would like more fantasy races, like insects, undeads,... Sorry, but if we are going to see insects with farms, mills, houses, castles and walls,... screw the insects, it would have the same inmersion as seeing pink elephants in the game.
The flying unit will ONLY be barbecued before it can act if it's of low level OR if the enemy target has multiple heroes/ranged units. And I never said a single unit with spells would kill them... I wrote they would be wounded upon finally reaching a town... and they would. And the heroes only have a single hex for a domain so there's very little they can do as compared to what a wizards_tower and/or magic relay. Of course the defender gets first action in battle... this is just another method how the underdog receives an advantage. On this same note, maps can exist where towers must be passed to enter a players section of map... this is another example which provides the underdog defenses. Think what would happen to an approaching enemy army which has to attack two towers in your domain to eventually attack your city. The domain is also very useful for domain spells such as the fire domain and poison domain. So the domain is clearly valuable for underdogs, in fact you only pointed out another underdog defense which is how the battles allow the defender to go first.
I don't see how this response is even remotely related to this discussion of walls and defenses with magic. Please stay focused on the current topic of discussion or send me a PM if you wish to change the topic.
You are the underdog, by definition you are weaker than the other player. So probably you just can't afford to suicide expensive fliers to try to send one or two spells when all races have a level 1 archer unit. And if they are cheap fliers, they are going to get barbacued. And probably the enemy will heading the assault with a hero, so he will be able to cast at least one spell (or two if the hero is a caster) and kill even a strong flier.
Your single sucide flier is going to get barbacued 9 out of 10 times, no matter how you try to look at it.
And I never said a single unit with spells would kill them... I wrote they would be wounded upon finally reaching a town... and they would. And the heroes only have a single hex for a domain so there's very little they can do as compared to what a wizards_tower and/or magic relay.
Lots of things can heal units on the map. And a single hex for domain is all that a stack needs to get buffs, summons with reinforcements, heals from the mage, so in fact, with a signle hex you can do mostly everything. Probably the only "useful" spells that you can use right away would be the Divine Storms and things like that, but if you build an army inmune to them you can even cast them upon yourself and that's it.
Of course the defender gets first action in battle... this is just another method how the underdog receives an advantage. On this same note, maps can exist where towers must be passed to enter a players section of map... this is another example which provides the underdog defenses.
That's an advantage to the defender, not to the underdog, don't mix both things. For example, that allows the power player to leave cheap units in his towns and use the strong ones to move forward and attack, that doesn't help the underdog at all.
Think what would happen to an approaching enemy army which has to attack two towers in your domain to eventually attack your city. The domain is also very useful for domain spells such as the fire domain and poison domain. So the domain is clearly valuable for underdogs, in fact you only pointed out another underdog defense which is how the battles allow the defender to go first.
Domains overlap, the attacker can expand his domain building towns, with heroes, improving his towers,... So most times he is going to have his domain with him helping too. And if he doesn't and is really that important, he can just build a town, put a tower there and problem solved.
This answer is related to this thread. The thing is that in a "magic" world, there are lots of things that don't make so much sense as in a "non-magic" world. For example, big castle walls.
I have never said that defenses aren't useful, I have said that normal world defenses are mostly useless on a magic world as there are lots of ways to avoid/destroy them and if you start adding insects/undeads,... they just look plain idiotic, and that breaks the inmersion on the game (at least for me, probably not for you).
The flying units are used depending on the type of approaching army... so naturally players won't send a Zephyr Bird at 5 ballistas. The flying unit(s) usually only needs one turn to fly out of range of any ranged units where the wizard can then pound the enemies turn after turn after turn with spells. This allows the underdog defender to pound invaders. Heroes are limited and not available in mass numbers any bad decision could cost you a valuable spell casting hero.
Actually spells can be used in combination against your approaching army to shred it before you can react. Here's just one example... Player_A has 3 Air Elementals on nearby mountain ranges and then casts Tornado because you entered his domain. Unless you are actively watching that specific army at the time this occurs which is unlikely unless a small map Player_A would use those Air Elementals to swoop in and kill one or two now vunerable units from your army. In fact each turn you march in the enemies domain Player_A can once again strike with his tornado and sweep or other combinations. The hero has a single hex range which means he would have to walk directly next to the an enemy before being able to use his poison domain, fire domain, or tornado spell.
The defender going first during battle is an advantage for the underdog since it's first strike. First strike is clearly an advantage. If the attacker was allowed to go first during battle the underdog would be at the disadvantage.
A majority of the games played use existing maps where towns are not allowed to built OR the proximity of existing towns prevent the construction of new ones. This is done by players for game balance and even against the AI opponents since the AI lacks the skill for building pioneers. Even with the ability to build towns, it takes time to build and pay for the pioneer, travel to a worthy location for a new town, then spend the 400 gold for building a wizard tower which then takes at least 8 turns to build plus you have to know the location(s) of your enemy or this could be a poor decision. This is a significant amount of time allowing the underdog time for a fighting chance.Any further discussion regarding gameplay with AgeofWonders:SM should really be done on their forums, or at least moved to the PCGaming forum here at Stardock since this discussion could take days or longer. Even better for a pure more solid proof of evidence defenses favor the underdog we could post this question to the community at AgeofWonders:SM .
Depending on the types of approaching enemies 40_feet walls would be useful against an enemy which mainly used ground troops. Using magic walls can be easily destroyed or easily defended depending on what the developers choose for gameplay balance and fun. For example the game could provide a spell or section of land which is anti-magic preventing those walls from being avoided or destroyed by magic as seen within Heroes_3(Anti-Magic Garrisons & Terrain) as well as AgeofWonders:SM .
Well, we aren't going to agree or convince each other here, so no use to keep talking about it.
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