[quote who="Derek Paxton" reply="107" id="2952674"]Have a new one I need help with: ?- Sovereign weakness that reduces Constitution by 3 and only allows the unit to heal 1hp/turn (normally a unit heals level/turn and double that when they re in a city). I thought about "Scarred" or "Frail" but I'm not a huge fan of either.[/quote] My suggestion: go magical: Dralnort's Blight. A virulent and incurable disease accidentally
Alstein
happened at EOT some point 1-3 turns after autosave, wasn't cluicking anything http://dl.dropbox.com/u/6609288/AutoSave.EleSav http://dl.dropbox.com/u/6609288/debug.err http://dl.dropbox.com/u/6609288/Elemental1_2c-2011-06-18T01-49-09-17
Wondering if using something like a Dungeon Crawl Stone Soup/Nethack model for weapons/armor would work
I think there's a good game still potentially in here, but the AI needs to be massively improved, and things need to be balanced out to help the AI, and the bugs/issues with the increasing citizen cost need to be fixed (that last one will be tricky) I think some buildings should be immune to this cost increase- the real thing that needs to be nerfed is research period.
Noticed a glitch off the bat. Sometimes pioneers will cost 40 materials instead of 10. Clicking and unclicking solves this- so listing as a glitch. Secondly, the increase to specialists- it leads to some ridiculousness when you go on a conquering spree. My citizenry went up to ridiculous amount as I conquered. http://dl.dropbox.com/u/6609288/1.EleSav
Was early game, guessing some sort of typo-related event bug http://dl.dropbox.com/u/6609288/Elemental1_2b-2011-06-11T00-31-56-463.zip http://dl.dropbox.com/u/6609288/debug.err The needed files
Ultimately, in non-tactical battles units with spells are going to have to learn to use them, or the overall system of combat magic will need to be changed.
Well, you had to have activated the game on Impulse (the beta would count I believe) by the deadline, or have a proof of purchase before the cutoff date (which I think was Oct 31) Electronic proof is fine. Elemental still isn't great, but it's decent as of 1.2, and stable. There is a beta patch for 1.3 that is coming soon, possibly today.
[quote who="Mistwraithe" reply="41" id="2948822"] Quoting NetNomad, reply 34 Quoting Alfdaur, reply 31 quoting post + Trained unit groups that survive a battle will heal to full strength (i.e. If your group of 4 survives the battle with 1 guy left, it will be replenished to 4 over time). Hat tip to Konan. Konan! God I love that game (Konan 1 + Ahriman's gift). Just that you know, you need to have them in your zone of supply! So... Does this mean that the s
On the AI complaining- the best way to handle that is the way you already do it, have the open betas, and let people play a beta version in the meantime. People won't complain if they can play something, especially if that something is good as it is and you're still improving it. I think AI is the 2nd most important component of a single-player game behind gameplay. The replay value of a single-player strategy game is mostly determined by
And yet less is more in many cases. I'm interested to see how these changes play out.
[quote who="Trojasmic" reply="9" id="2948008"] quoting post + Minor factions removed. Sorry guys, they're just too lame to live for now. I'm still really struggling with this one. What makes these little guys so difficult? We all loved the minor factions in Gal Civ and loved them in the pre-release beta of EWOM. Give these little guys a giant protector monster and a cool shop or trade resource you can't find anywhere else
Right now, I'd say AI is my biggest concern about FE.
The Car Bomb Cupcakes should be a pre-order bonus in future...
Stable yes, but the gameplay and AI are not up to Stardock's standard. That said, 1.3 beta is supposed to start really soon, which is supposed to help in both those areas (and gameplay fixes would help the AI)
So this game is turn based and not Paradox EU3-style? I was worried this game would be too complex for real time, but if it's turn-based, I'm curious now.
Alpha Centauri will be one of their biggest pickups.
[quote who="Trojasmic" reply="33" id="2944697"] Quoting Frogboy, reply 28 My *personal* preference is that War of Magic goes in direction A and Fallen Enchantress goes in direction B and then the third Elemental strategy game takes it in direction C where each time we're learning what ideas we liked and which ones we didn't like and refine, refine, refine. I'm hoping that once v4.0 comes out we can merge all three back into one and have a swe
The citizen system is needed for town growth, and as a cap for infinite building. I think part of the problem is that the citizen system isn't forcing hard choices that much right now (though Brad's changes might work for this) I do think getting rid of human city-placement is a good thing, it adds very little and is micromanagey. Unneeded feature.
[quote who="ArcElement2002" reply="11" id="2944768"]I don't know if this has been covered before, but will the Burning Lands, and etc (those special wild lands) be available in every game? Or is it random, so one game you get the Earth elemental lair, another time, both Earth, Air, and Fire, and another time, none? Or will all 4 (and others) be there every game? This looks very very good... can't wait for 1.3 to come out so I can playtest FE...[/quote] &
Questions: will wildlands be creatable by players? I think that might be user-generated content that would expand the game, but I can see if being difficult to do. On the camps: do the limit on the dragons/camps replenish if a monster is killed? One idea, have camps upgradable with tech to produce more ogres/etc. Not guaranteed with every game.
Another idea perhaps to deal with the sprawl: Instead or in addition to increased population costs for buildings, maybe increased time to build, though build times get reduced in higher lvl cities. One way to slow urban sprawl is to slow the pace of built buildings, or have fewer, more meaningful buildings.
The housing thing was for FE.
I don't see how this would improve the game. I also don't think the abstracting particularly makes sense, but I'm unsure- this is something that needs to be tested. One idea: limit cities on tiles, but level 5's get no limit, and housing and bonus tiles/buildings (shards, resources) don't count against the limit. Second idea: limit city building to a radius around the town center, based on level, and maybe prohibit city b
Honestly, I felt like some of this crept into Stardock when it came to Elemental. I saw the long hours that were being worked firsthand, such as the 2am patching. I felt really bad for the crew having to work those hours, and I believe a good portion of the early bugs and issues were due to the hours being worked. I'll say this: the hours you guys were working were the biggest red flag that made me expect that Elemental was going to be disappointing at