I really like the left side of the screen, that is how the kings have it, messangers and advisors from different sectors (trade, military, research, etc.) come with information. The right side of the screen is more of a help to make it quicker to navigate, not something from reasonable scenarios. And RavenX, I'd like to add a third point. 3. It has to be understandable (intuitive but that word is abused) or easy to get into.
GoaGalneGbilski
I mean if you can kill everything as soon as you start the game, it wouldn't be much of a dangerous world would it? In 2-nil we had op skags and very op golems running around, but now we start near some nice spiders and a lot easier golems. I have yet to face something that breaks the game in 2-A. The only hard thing is if you play a mage with no combat abilities, which in the beta so far is useless as there is no magic yet, you would have to dodge the enemies until you build an army.
We can't really comment on research with the info we have right now (i.e. 40% and even those incomplete). The major difference between cities now are mostly the resources you start with. The limit on buildings is a bit odd if you sit and think about it. Everything should cost manpower and resources to maintain and build instead of a number that suddenly grows, it's as if someone goes and realizes "Bugger we're a city now, better get some more building contracts." It is a balance issue
Both take the same slot (at least that is how i think it's programmed), when shields get a block chance they will be better balanced as well. Right now the shield costs more but gives the same stats. Yes, it should be physically possible but the shield would render half of the wrist protection obsolete. (In most cases anyway.) Maybe if you do equip both, the wrist only gives half defence?
The different kingdoms have different coloured symbols for the city imporvements and the same colour for the roof tiles. So at least something is changeable.
The dynasty feature is really a breeding ground for random sitatuions. Pun intended.
Or every unit pays 1 gold per turn, which means that it can be quite expensive to rest with all of your units.
I found an inn that gave me the darkling horse quest which I accepted and went to grab. Selected fighting, went back... Received the quest again (no reward or anything just the start screen), so I did the quest again and then the questgiver vanished. No reward no nothing... A bug I'd say.
First, I have the same problem as the first screen, second don't post two bugs in one post, third give the post an understandable name. As in: [.803] [Bug/graphics] City border displays wrong when I accept a quest. This is standard form and look at https://forums.elementalgame.com/364285 if you haven't.
What? Why doesn't impulse say it is there for me? Rageface. [e digicons]XO[/e] EDIT: Had to restart impulse with the setting Show prerelease(Alpha/beta) updates. Didn't know there was one.
Or simply the fact that WoW has like several hundred names and it is hard to make something new without resuing something old since the english language has a certain amount of words. And as a side note, there seems to be a lot of changes to spells and spellmaking. Are you beta testing without us? [e digicons]>_>[/e]
[quote]EVERYTHING in Elemental is overpowered.[/quote] Overpowered peasants... well that'll teach those pesky dragons. [e digicons]:thumbsup:[/e] Shards should change the availability to teach non-sovereigns the spellbooks. Say for instance that my Sov has the firebook and doesn't find fire shards, he'd still have all the fire spells, but if he finds an earth shard he can give that to a champion or to himself, sacrificing essence in the process. This means that the books you c
Nice! Can't wait to get my hands on it.
When thinking out general strategies sc2 (and also sc1) has that nailed down quite firmly. Cheesing, expanding, rushing, zerging, teching, almost all those concepts are useful in most strategy scenarios but sc2 really has them all. The only hting that you have to do as a high end player is to observe what your opponent is doing and counter that, but that idea is important in every strategy.
It seems civ5 is employing the same idea btw. A few paragraphs down. http://gamerlimit.com/2010/06/e310-civilization-v-hands-off-demo-hexagon-fury/
The oasis gives 15 food (I dont have exact values but around 15 anyway) which compensates for a lot of farms. But it costs like 50 material to produce so it's hard to build right away.
Can't make the @ button appear. Even if I change to english keyboard the game still runs swedish so I can't access the @ button. Which in Sweden is ctrl-alt-2/altctrl-2.
Agree with larry. When all the world comes crashing down you must have food and water. And currency and materials are useless if the city has starved. I'm a fan of farming output (which historians would tell you matters more than anything else in almost any situation before the 19th century.) Every population must eat food and founding cities before farms have grown would leave empty stomachs.
What defines an inn btw? A stop along a major trade route or a place where strangers find food and a bed in exhange for something? Something=work rather than money since there are no currencies any longer. The latter would be out of place, but if it's the former I'd call it a refuge or something and those would appear within weeks of the apocalypse. Might be very inn-y but more of a haven than a pit-stop.
[quote who="=Outlaw=" reply="14" id="2655671"]This is probably something that will be fixed eventually, but I hope the glaring cosmetic tech level/architecture differences in some of the buildings is addressed. For instance, currently in early games, a temple looks a lot more advanced then most other buildings. In the picture above, the council and command post look woefully lower tech then the rest of the city.[/quote] Agree there, the council I don't mind since it matches with a gar
Whenever I try to login from within Elemental, it says my username or password is wrong. I can login to impulse with the same password and username so that is not the issue. Is there a network setting that must be set or something? Our network isn't the best but I can join all the games online not just host all. I also have some xml files but among other things my password and username is included.
Looks cleaner than in 2-nil. In that picture I'd like to have cobbled streets, wonder if that is doable. Would hide that road as well, but those will probably see sense soon enough. You really want us to try this 'broken and unplayable' thing don't you? [e digicons];)[/e]
I'd like to really see their idea before I decide how to improve it. But your ideas aren't bad, you could try to mod it if they are not included.
I think making entirely new worlds are loads of more fun than recreating old ones. You should definitely take inspiration from others but not reuse everything they have. I'd definitely try any mods that anyone makes, like we say in Sweden 'free is yummy'. But if I'd make anything it would be something new. Reading all the suggestions here I got a wild idea about a post-apocalyptic steampunk world with science and magic. More crazy ideas anyone? [e digicons];P[/e]
I like how they did it in rome total war, where the contrasting event icons floated down the screen, the more vital ones appearing as pop ups. Their movement is a lot easier to see than small icons appearing in a corner.