Congrats! No product is ever perfect, and I'm sure we will all have little complaints and wishes. That said...thank you for making this game. Thank you for taking a chance and putting so much work into something that isn't Halo or Call of Duty. Thanks!
Goontrooper
Release is coming up, and it seems that things are just in the polish stage at this point. But...what if you could have one more feature added before release? What would it be? Personally, I would like to concentrate on things that can't be modded in or modded easily. If we had more time, the main thing I would add would be: Provide more interesting choices. It has been said that a good game is ultimately a series of interesting
Great ideas here, but I doubt we will ever see them in stock Elemental. I hope this sort of thing will be possible with mods...
Great, great ideas here. I love putting the Charisma stat to use. Cities are one of my biggest gripes with the game right now. Things like this would help quite a bit. I'm still miffed at the rather static nature of cities (ie: no happiness or other factors to really influence and drive gameplay). There were so many possibilities...instead cities are just unit construction and resource generation.
[quote who="_Scooter_" reply="1" id="2703369"] I'd love to see complex options like this included in quests, would take a lot of writing work but would really add to flavor. In terms of the above; I like most of the roleplaying suggestions, but I don't think most of the city or world suggestions would be worth the hassle. They wouldn't add much flavor to me. [/quote] I think quests are one of the best and easiest ways to improve the roleplayin
I've talked about this before, and it is still an idea that excites me. I'd love to see more attention to the 'Living World' aspects. We are nearing the release, but since there is still a chance to make some additions and changes, here is a list of things that could still be added without too much difficulty, and would help to make Elemental feel a bit more alive. I don't think any of this would require a massive investment of resources. Some of these ideas are f
I think we can find a happy middle ground here. Ideally, there should be a mix of spawning options for independent enemies. I'm not 100% sure of the exact current mechanics. 1) Wilderness spawning: This should be in areas that are not very civilized, mostly monsters and animals. This should also be within your territory, just not near larger cities. For an example, look at The Empire in Warhammer. It is a big area, full of dark forests full of Bea
[quote who="Sanati" reply="19" id="2653829"]Seems like a lot of work to essentially just remake GalCiv2. It would probably be easier to just make a GalCiv2 mod and tweak a few things to your liking as that game already has everything you are asking for. It's not like it's an old game or isn't mod friendly.[/quote] No offense, but thats kinda silly...like saying that Elemental is just a lot of work to remake Master of Magic or Age of Wonders. I enjoy GC2, but it ha
So what other things would people like to see in a mod? [quote who="DoomBringer90" reply="12" id="2644832"] Quoting Goontrooper, reply 11 One thing I didn't touch on yet was the source material / background. There are dozens of cool sources for backstories, and I have thought about trying to do a mod based on Mass Effect, Warhammer 40,000, or another cool source. I'm still not against something like that, but it may be better to start fresh and des
Thanks for the feedback. I think the various 'views' for different galactic, system, and planetary screens should be very doable, considering that they have said you could do things like different 'views' for an individual city. I'm not sure how easy or hard this will be to mod, but it sounds like it wiil be possible. I think a 4X space mod would best handle a single galactic or sub-galactic scale. There are billions of stars in any given galaxy,
I envision using Elemental to create a new, true 4X space strategy game, in the mold of Master of Orion, Imperium Galactica, Galactic Civilizations, or any other past giant of the genre. I'd like to use this thread to discuss the feasibility of using Elemental to create this kind of mod. I've been very excited about Elemental, and excited about the possibilities for mods. With a few notable exceptions, most of the mod ideas I have seen have focused on various Fantasy themes, which m
[quote who="MagicwillNZ" reply="8" id="2617029"] I hope not! The object of Beta 1 was to make it playable in the loosest sense of the term. Beta 2 is a gameplay beta. I'm really, really looking forward to seeing some graphics now. I mean seriously. My eyes hurt.[/quote] I'm afraid not...Beta 2 is Multiplayer. The 3D Engine is Beta 3. As you can see, our current stage, Beta 1Z, is supposed to be solidified game mechanics. I don't feel that we have that yet. Un
I would rather spend more time finalizing the gameplay and overall stability at this stage, before moving on to a focus on multi-player. Time spend now will pay dividends later. We need to make sure that the core gameplay is as solid as it can be before we start mucking about with multiplayer and 3D engines...that was the entire concept of Beta 1 and the cloth map, and it was a brilliant idea. I would much rather spend another month finalizing the gameplay, expanding it, refining it, and ensu
[quote who="CrusaderScott" reply="34" id="2614826"]My mention of the old 8-bit game Dragon Riders of Pern jogged my memory about something. I recall that in that game, there were certain social events that you could use to your advantage. For example, I remember that when one of your dragon eggs was about to hatch, you could invite representatives from other kingdoms to the party. If the party went well, you could improve your relations with them. If it went bad, there
[quote who="Tasunke" reply="7" id="2610010"]Mymental ... I would rather have an actual game first ... and then the possibility to build upon it. I'd rather have a base game that can compete with the mods that are birthed from it, instead of having the mods being the only thing with a fun value.[/quote] [quote who="Goontrooper" reply="8" id="2610143"] Quoting Tasunke, reply 7Mymental ... I would rather have an actua
[quote who="John_Hughes" reply="18" id="2611218"] As noted above, it may be a tad early to worry about a "Living World" when all we have is a Cloth Map. It seems the Dev's are playing at least 3-4 builds ahead of us and maybe the world does already have some life, we just can't see it yet. [/quote] [quote who="John_Hughes" reply="23" id="2611852"]Perhaps the term "Living World" has differing prospects for me and you... I see the term puttin
[quote who="Tasunke" reply="7" id="2610010"]Mymental ... I would rather have an actual game first ... and then the possibility to build upon it. I'd rather have a base game that can compete with the mods that are birthed from it, instead of having the mods being the only thing with a fun value.[/quote] This is one of the things at the heart of the matter. I believe that Elemental should be a great game, not just a great toolbox for creatin
There has been quite a bit of talk about different things that are still being figured out, some of which will have a huge impact on the game. We have been talking about factions, races, lore, customization, and a wealth of other issues. Sometimes these have been presented in a manner that leads people to think they are somehow exclusive, when they shouldn't be. There is nothing that says we can't have a game that has deep gameplay, deep lore, and deep customization. That is what has already
[quote who="Magicke" reply="5" id="2607670"] I did read your post but you and apparently _Pawels_ interpreted what I said to fit your idea of what I meant. And I only care about gameplay, stability at this point. I've already posted somewhere else my feelings about this. Don't expect you to read every post but I thought I should clarify since you didn't understand my comment. Graphics, etc are very far back in my concerns for this game.[/quote]
I agree with your basic idea that gameplay is king and everything else needs to support that. As I have said elsewhere, as long as the actual gameplay is good, the game will be good. Great lore, art, and customization options will take it from being good to great.
[quote who="Magicke" reply="1" id="2607022"] I think the living world will get fleshed out when Stardock creates the next level after the cloth map. I don't really think the cloth map mode is meant to be living/moving. It is so that people with low end or older systems can play also. Think the vast majority of gamers cannot afford to constantly upgrade or buy new systems every couple of years. Its a great feature of this game. When they go to the other acti
There has been quite a bit of talk in the past about the game having a 'living world' to some degree. This has always been one of the great dreams of many games, and almost always falls short. I haven't heard much talk about it lately, and I worry that the concept is dying off. Majesty 1 and 2 are good games, but their aspiration to 'Fantasy Kingdom Sim' has never sat well with me. Those games have always been 'Hero Management Sims' at best. Elemental strikes me as havi
I think the one thing that is being lost in this whole debate is the truly important GAMEPLAY impacts. Ultimately, no one is going to bother with lore for a game that isn't fun to play and deep enough to maintain interest. No one is going to want to mod a game that doesn't have solid, deep gameplay mechanics, or at least the possibility of adding greater depth and improved gameplay. Honestly, I have trouble understanding why the LORE and CUSTOMIZATION are being presented as exclusive.
I won't rehash what I have already said from the last thread, but here is my thoughts on the priorties here and what I would like to see in the Faction / Race system, in #48 in case anyone is interested: https://forums.elementalgame.com/381206/page/2/#2604905 If it comes down to it, my first priority is to have a good solid game out of the box. If we can have a deep game with multiple ful
I think the basic idea here is very sound, although it will be tough to implement, I think. I would like to see the following: 1) Keep the current system of random quests being offered to the player. 2) Have some quests offered to the player based on the buildings the player builds (this has been mentioned frequently, ie: I build a tavern, I can now visit that Tavern and get quests or engage in other actions) and the overall gameplay situation (ie: some quests g