[quote who="the Gorgon" reply="22" id="1936451"]99% humans. Hmm, we've heard there will be hundreds of units in battle at the same time, but still, 1% fantasy seems just a little bit too harsh and restrictive. I like the idea to focus the game on humans, but I really hope that the game will still revolve around magic and monsters and not only around who has the highest skill in forging swords.[/quote] It actually just says more about the wimpiness of men than the lack of magical creat
Frogboy
[quote who="Solam" reply="10" id="1935982"] I wonder who is more powerful at the start of a game. Dragon or the channeler?[/quote] The dragon. By a mile. For quite awhile during the game, dragons are basically a force of nature. Run away. ;)
Drop me a note at [email protected] and I'll get you guys assets and such for such a site. ;)
In Elemental, dragons are a very very big deal. For most players, they're more like forces of nature. You won't be easily able to get them on your side because they're just too powerful. 1 Elder dragon could wipe out 1000 soldiers easily. Until you've built up your charisma/diplomacy skills, best to stay the heck away from a dragon. There are other creatures in the world (lots of different types) that you can make use of either in terms of domestication or easier t
I do know I'd like to avoid flying units but that's personal preference.
The beta testers will be making the final call on this. But my opinion is that if they die, that's it.
I don't want to give too much away but consider this: Remember how if you want knights you need horses. Horses are a resource in the game that you have to harvest. They have to be more than just in yor territory, your town has to build out and put a stable on the horse resource. That gives your civilization access to horses. There are other animals in the world other than horses. There are lots of different resources in the world that a city may have built out and made u
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The sand box mode will have tons of story in it because there are quests and such triggered by player actions.
Even more basic: 32-bit Windows is limited to 2 gigabytes per process. 64-bit Windows has no such limit. Thus, we could have massively larger maps if we want. Now, on 32-bit Windows, the maps will still be very very large. But we want Elemental to stand the test of time and be able to support larger and larger maps. This will go hand in hand with the work we're doing on scaling the pacing of technologies, spells, etc. so that players can have truly epic, long-ter
I think one of the key things here is that sometimes there is no subsitution for time. In GalCiv or most other traditional 4X's, if you build enough factories, you can crank out an amazing # of units per turn. But that is a uni-dimensional design. There are other factors in place including time to train, delivery of resources from other places, etc. The reason we have such a simplistic system today is that the 4X genre got started back when our PC's
[quote who="Tiavals" reply="13" id="1931502"]Ah, this seems to bring two things I yearn for to the game. It brings a certain sense of uniqueness to a city if it is the main contributor of a certain resource, and as such probably the place that uses those resources the most. "The heaviest armor in our Kingdom comes from Armouria." That kind of stuff. And the second, which is quite important, is that you can't always just build the best unit in masses. Like in Civilization, once you
Co-Op campaigns are one of the things we'll have. One thing to remember is that this design is being made for the long-haul. So we envision settings where a group of friends could play together against the Fallen on maps so large and so many techs and spells that it would take months of weekend get togethers to finish if they want (or they coudl play a smaller map and be done in an afternoon).
One thing I want to mention: Elemental has far more than 2 factions to play as. There are only two RACES (just as Civilization only has one race -- humans) but each of those two races are split into several distinct and unique factions with their own history and back story and tech tree.
Fixed. ;)
The world will have several types of shards of which there are duplicates. Controlling those shards gives you mana of a specific type. This mana is then used to cast spells.
The things people submit into the game universe end up as part of all game universes depending on the options players choose.
Well we are called Stardock after all. ;)
Item creation is definitely there. Users can create their own items even, provide their own graphics, submit them and if accepted all users can see them.
Edge, one of the leading game industry magazines has taken a look at Elemental. They have some exclusive details on the multiplayer aspects coming up that include both the on-line skirmish mode as well as the persistent world games in which the Impulse cloud hosts games. Stay tuned for more details.
GameSpy has a preview of Elemental up on their site. It discusses some of the background plus a number of exclusive game play elements not found anywhere else. Check it out.
You're all set. Impulse is just one view of many to get the stuff. ;)
https://www.elementalgame.com