Frogboy

Frogboy

Joined Last seen Member # 1
1,440 Posts 5,729 Replies 103,643 Reputation

There's two ways to look at this. First, let me say that in Elemental: War of Magic, the game mechanics of v1.1 are pretty much the set game mechanics for the game. The reason is that Elemental: War of Magic needs to rise or fall based on its basic design. That said, my general reaction at this point is that after v1.1 we move to Elemental: Expansion 1 (which will be free to all Elemental players) where we can start making some changes, particularly to the combat system

25 Replies 103,183 Views

[quote who="Rishkith" reply="58" id="2779104"] I have no faith in Stardock any more to implement the system with an ear to what their customers are asking for.[/quote] Then why are you here?

148 Replies 127,157 Views

Thanks for the encouragement. A lot of people don't know this but I originally wrote Galactic Civilizations in 1993. It was for OS/2. The Windows version came out in 2003, 10 years later and had the benefit of having gone through a lot of refinement. Galactic Civilizations II came out in 2006, 3 years after that. Now, I don't think it'll take u 10 years to get Elemental "right". :) My point is that when we make something, we stick to it for the long r

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With a global mana system, we gain the ability to have strategic spells be caster independent. It also opens up a lot of very important game elements for the AI as well as the player in terms of making spells have more "interesting choices" such as: Spell cool down (N turns before being able to cast again) Turns to cast a spell (a spell that takes N turns to cast) The reason these two things become possible is because in Elemental v1.0x, your m

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The 15 mana cost is only a problem because of the tie in with Essence in v1.08. We're going to hold off on further balance to magic costs until v1.1 since it does make things seem ridiculously expensive.

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I'm really bummed. REALLY bummed by this. :( As for classic titles, I know the Impulse group is working to get as many titles up as quickly as possible, it's usually just a legal thing.

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Probably a better way to look at it is that shards will provide N mana. Spells, therefore, will cost M mana and come from a global mana pool. Because mana is global, strategic spells no longer need a caster but can simply be "cast" on the map which gives rise to all kinds of things that just didn't make sense when the caster had to be physically located nearby.

148 Replies 127,157 Views

You have to turn off show pre-releases first otherwise you'll always get the beta version.

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It has been a very very difficult few weeks. Morale is the lowest I've ever seen it. We're pretty saddened by events. Like most players, we just want to get a build out that just &%$^$ works for everyone without any drama. That said, we're here for you guys. We're going to work on Elemental until it is the game we hoped it would be. It won't happen overnight but the past couple of weeks have made it pretty clear what ideas worked and which ideas didn't as well

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My suggestion would be to use DropBox (http://www.dropbox.com) -- amazing service btw, anyone reading this I recommend trying it out. Then put your saved game (like your auto save) up there and share the link here. Then I'll download it and try it out.

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There was a bug in v1.08b. This was patched tonight to address this (along with some other combat related issues). Unfortunately, it's only in the release version of v1.08 (the beta won't get updated until Monday). If you don't want to wait until Monday you can reinstall with the "show pre-releases" turned off.

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The bulk of the AI work is going to be in v1.1. It's almost impossible to make it produce a cohesive strategy given how easy it is for the human player to summon tons of units. It's an O(N^3) issue. Basically, it boils down to the need for a game AI to be able to have N strategies. In a typical game, say GalCiv II or Civ IV, you'd have the AI have several different general strategies (rush, boom, turtle, etc.). But in Elemental, there are a number of unique ch

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Obviously stuck turns shouldn't be possible. But if you do get one, post it and we'll look into it and see if we can resolve it.

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[quote who="Kalin" reply="14" id="2777781"] Quoting Frogboy, reply 12Very useful data. The team is on it right now. Now I feel sorry for those developers, 5pm on a sat, debugging... *sigh* no rest for the weary.[/quote] I feel bad too but arrows not working? special abilities crashing? Can't leave that till Monday. This should settle things down so that we can do v1.09 and then focus on v1.1 for a bit.

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[quote who="cmcnary" reply="8" id="2777711"]@Frogboy: "What would you have us do?" How about giving step-by-step instructions for fixing my rig that's now broken because I FOLLOWED KRYO'S INSTRUCTIONS. And don't patronize me; "your anger is misdirected"? Your game doesn't work with one of the most common OS/video card combinations out there AFTER EIGHT PATCHES FROM RETAIL RELEASE and you're blaming it on the driver?!? I appreciate that you personally ar

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[quote who="Krauser" reply="80" id="2777698"]Ok, I'm going to try to calm down and be civil here. I'm not going to play a fantasy game where I can't create artifacts for my heros and I'm not going to play a fantasy game where I can't cast big time overworld spells (from Master of Magic, think Armegeddon, Meteor Storm, Time Stop, Suppress Magic, Nature's Wrath) Those are the bare minimum requirements. Heros need to play a much bigger role, partly through the creatio

193 Replies 142,433 Views