Frogboy

Frogboy

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[quote who="Belwolvie" reply="32" id="2679378"]I can really see the potential for creating remakes of Ultima IV or V with the elemental engine, the tactical battle system would work wonderfully with this. I look forward to having a go at something like this during Beta 4.[/quote] If you've ever played Ultima IV then you've played Elemental tactical battles in essence. Though you can also watch this: <a href="http://www.youtube.com/watch?v=dP

104 Replies 276,479 Views

[quote who="Marks1381" reply="24" id="2679351"] Quoting Frogboy, reply 13 Quoting MagicwillNZ, reply 10 Hey Brad... I'm concerned that we won't see 10,000 man armies anymore. Is that the case? There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future. Thank goodness. Unless companys upgrade into int

104 Replies 276,479 Views

[quote who="MagicwillNZ" reply="10" id="2679250"]Hey Brad... I'm concerned that we won't see 10,000 man armies anymore. Is that the case?[/quote] There won't be 10,000 unit armies in v1.0. It'll probably top out at hundreds instead of thousands in a given fight. We'll look at increasing the limit in the future.

104 Replies 276,479 Views

The core issue that I think all these games have in common to various degrees is giving players the ability to conjure up their own resources from thin air. As soon as you do that, you are basically making the game about cranking out the most cities/colonies/outposts/whatever. And ultimately, this is the problem Elemental has been suffering.

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Custom Faction Creation is being moved to the Workshop (modding) area so that we can allow for more indepth customization than would make sense as part of a normal game setup.

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The technology tree you play with is determined by your race and your faction. This is why we moved the faction customization out of the game setup and into the modding tools because we were trivializing the differences between races. In beta 3A, we only have 2 of the 10 technology trees implemented: The Amarian (Men) and the Trog (Fallen). By release, the goal is to have each race to have its own technology tree. Beyond release, the goal is for each race to ha

30 Replies 94,778 Views

One other thing about the tech tree: Because everyone is playing either the Kingdom: Amarian (Pariden) tech tree or the Empire: Trog tech tree it's easy to forget that the Empire: Kraxis tech tree and the Kingdom: Mancer (Altar) tech trees can favor other areas significantly.

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Thanks! I think people will be pretty happy with Thursday's build. Beta 3A was just 2 days work from Beta 3. By contrast, Beta 3B will be 4 business days (twice as much stuff).

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There's a few things about the technology system that are worth discussing I think. 1. The current general system is there to stay. we're obviously not going to change it in Elemental 1.x. 2. The general balance of the tech system has NOT been implemented. 3. There are only two tech trees in the beta (as opposed to the 3 for v1.0 and 10 for v1.01). 4. Beta 3B will have a significantly different tech tree. 5. The GENERAL view of city building is moving t

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I'm afraid not. The primary purpose of your Dynasty in Elemental is to forge alliances with other players and gain champions who already are imbued with essence. This is a system we can look at expanding in the future but what you mention isn't within the scope we envisioned. Feel free to suggest ideas though because I think the system has a lot of growth potential.

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Hi guys. I'm going to close this thread. We appreciate the support but we really want the beta community to stick together and focus on the beta and not tertiary elements of game development. :)

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jshores: Please realize that for us, these posts happen every single time we make a game (with the ironic exception of Demigod) and the reason is that people mistake polish for level of completion.

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[quote who="KWAiRT" reply="6" id="2678406"] Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) rather than monkey around with trying to get players to connect with one another. However, Elemental IS a single player game that happens to have multiplayer. Out of the box, Elemental’s multiplayer will be essentially skirmish on fixed maps that have been pre-balanced (i.

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If you're so certain the game will be "unready" on release then feel free to wait until some mystical future date to play it. I'm not sure what kind of response you are expecting. This is why non-technical people are typically not involved in real betas because they don't really have any idea of what's involved in putting together a large software project. The betas aren't some sort of extended demo. They're betas. Each time we do a new game we go through this. B

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[quote who="Stmorpheus" reply="5" id="2678193"]wait, does this mean that in overland autoresolve battles units won't be using any abilities in the fights? that all auto resolve battles are physical attack back and forth only? if this is true then that's a big negative for auto resolve.[/quote] No. We mean you don't see them. Auto-resolve just runs tactical battles under the covers with it being AI vs. AI.

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[quote who="Batlord" reply="2" id="2677592"]What about AI ?[/quote] I don't think anyone considers AI to be an important factor. The beta community has has been pretty clear that they don't think the AI needs to be even in the game... [e digicons]O:)[/e]

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[quote who="Annatar11" reply="1" id="2677589"]Yay! Empire tree love! Among everything else! Sounds good. I'm not sure getting rid of barracks is really necessary, but don't have a strong opinion one way or the other. Would still like to see specialized military buildings that can turn some cities in military powerhouses, so to speak, rather than every city being able to do the same stuff militarily.[/quote] We'll have that. But you shouldn't need to build a command post to build

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[quote who="pad152" reply="11" id="2677397"] Quoting Frogboy, reply 4It's just poorly documented. You need to increase your quest level through research. I don't want to walk half way across a map to a quest location only to find it's unavailable! That's not poor documentation, that just poor design! Don't show quest locations that are unavailable or level the quests to the players level so a level 3 player/party only sees level 3/4 quest locations.<br

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Actually, here's what happened: There's a typo somewhere in the XML that determines the seed maps to use. If it doesn't find a seed map to start with, it will actually generate a map from scratch. I can sniff a fractal algorithm with my EYES.

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