Have the devs ever confirmed whether or not there will "living lairs" in the game? That is, dungeons/lairs that generate dynamically and begin to send out forces and exert influence on their surroundings if left alone too long? Like a miniature NPC-player. As per the ideas outlined in...
Meaningful dungeons...
https://forums.elementalgame.com/363350
I've been digging around the forums and I can't see if this was ever addressed by the devs. I know there will be dungeons, and these can be linked together into quest chains, and can be modded and whatnot, but I can't see any confirmation as to whether the "living lair" idea is making it into the vanilla release.
Thanks,
I don't know the proper answer of course, but it would be cool to have these "living" dungeons/lairs/similar "special sites".
Like the lairs in Majesty
Every x seconds (I think) a creature that the lair could spawn were spawned and started to roam around.
I would like living/dynamic lairs as well. Not just the Majesty thingie, but lairs that evolve over time. Leave that spider cave alone long enough and some super-duper-fire-spider-queen (trademark) might appear
This is in the area of my most important wish for Elemental (and CIV). I would love if there is a possibility for nations to form based on barbarians during the game and not be locked to the ones starting it. If part of a map is left alone for a while, then maybe some hero creates a city that could expand to an empire.
Or rather, the Spider Nest is eventually led by a Super-Powerful spider queen, etc ... and the Nest grows, new nests appear ... and the spiders grey tide slowly evelopes the world.
muahahaha!
Indeed. Little gameplay features like these combined together = win!
me wants - that would make this game my preciousssss.... sorry, this quote is getting old
I support the idea of living dynamic lairs.
I believe it would add greatly to the games content particularly if they could if left alone pose a threat it encourages the sovereigns to explore and destroy monsterous threats before they grow too large. *Can see a fantasy movie like event where orcs or monsterous creatures in the east or north amass large hordes and begin to assasult the civilized peoples causing them to allie together to stop the threat* Yep sounds good to me.
Also on a side note no i'm not dead i just vanished from forum for awhile.
Oh, I like this expansion on the idea! I could imagine a "necromancer's hut" evolving into a "necromancer's tower" and starts sending out undead creatures and influencing its surroundings, then it evolves into a "Palace of a Great Necromancer" and becomes a mini-NPC player with its own area of control, units, AI closer to a full on player, etc. Unless of course some player stops it from growing.
Maybe this is ambitious to have in the initial release, but perhaps a future patch or expansion.
@Bobby Hardenbrook - We can always ask Mr Green and hope
"Unless of course some player stops it from growing."
And this is the one thing that has to be guarded against. If it becomes, Turn 1, go find and terminate all Troll and Spider caves and nests, or else, then what is the point.
I can imagine, with Balance in place of course, that a Troll cave could spawn and grow into a menace, in your region, that may cause your ultimate downfall. While cool once, by the 5th time, you are forced to play either super defensive vs the Troll/Spider onslaught that is coming, or play the Turn 1 scenario every game...
Let them exist and thrive even, but if all they do is grow until they need to be eradicate, then perhaps that is how they should see the human population growth, and it intrusion into "their" region and go all hell bent to eradicate you... Just hope you advance fast enough to keep up. LOL
E:WoM should not ever become E:Kill the Trolls and Spiders or Die.
See, this is why there should be three tiers 1) Boss Lair 2) Early Expansion 3) Late Expansion
The Boss Lair should be nigh indestructible for most opponents, and should express to the player that this is a place where death would follow trying to enter it. Meaning, that its impossible to try and "kill off" each lair because they each have a boss lair that shouldn't even be touched by a 10-foot pole unless with a huge army or very high level Champion squad.
The second phase (the phase most ppl interact with) should be the Early Expansion. This phase should have VERY slow growth, weak opponents, and beaten down fairly easily. This growth should be relatively linear, meaning that no matter how close it is to the next phase, it's growth doesn't grow any larger.
Third Phase would be Late Expansion. This would "usually" only result if there are no nearby competing lairs, and if it has gone Unhindered by Champions for a LONG time (nearly 100 turns or so) then it reaches critical mass and turns into late expansion. This still starts out as very slow growth, but slowly accumulates growth speed on a Logarithmic Function. However, even with faster growth, its borders grow just as slow, if not slower, than early expansion. Why? because now a Layer of "Strong Growth" is growing out from the Boss Lair, and it takes more growth points than weak (early) expansion. This Strong growth designates areas of the Lair at Large which can have stronger minions and Mid-Bosses. Also, if its a buildable lair, it is at this time that the building gets larger, more rooms are added, etc. Or if it is a static building like a Castle or Dungeon, then certain rooms get populated by more powerful enemies.
Also, if the Lair is a static Place like a Castle, then weak growth outside of the castle will be weak armies (a couple mooks) that venture forth to try and attack things. Once the entire Lair/Castle is made of strong growth ... if its Spiders they will save up to send Spider colonists to build another spider nest ... if its sentient beings they will slowly build up a small army to take over another lair. (So basically, if they can make new lairs, later strong growth spreads to make new lairs, however if they only exist in previously build lairs, then they will create a small army to invade another lair, or settlement)
agreed with Tasunke.
Although i think some lair's should be special and only generated by chance.
like very unique lairs of special monsters that trigger quests or special events etc.
Living lairs? Like in Master of Magic?
Someone brought up Majesty (And I hope for their sake they meant 1, because 2 DOES NOT EXIST AS FAR AS I AM CONCERNED) and that's basic strategy for Majesty.
First seconds of the game:
Rangers Guild - > Ranger, Ranger, Ranger
Gnome Hut (depending)
Whatever you want
^
^^
^^^
The map is generally explored, put attack flags on all lairs and go to town.
I'm honestly tiring of these "dynamic world" conversations. They all end up in the same place, and with the same problems/ideas expressed in every thread.
It's been said "It would be awesome, we'd all love, it probably can't be done in massive detail"
/ranty
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