[quote who="Frogboy" reply="76" id="2720692"]I would be very surprised if the reviews of Elemental are negative. Very surprised. Elemental is, by far, the best game Stardock has ever produced. That doesn't mean it's perfect or doesn't have its share of rough edges. But it is, imo, the best game we've ever made.[/quote] Well here's some of Stardock's Metacritic scores: GalCiv I: 83 GalCiv I Altarian Prophecy: 77 GalCiv II: 86<
delijoe79
Alright, here's the issue with the math... the reviewer thinks the game is supposed to do this: where T is the total after multipliers T = 5+ ((5*0.5) + (5*0.25)) this equals 8.75 The game actually (and I believe correctly) does this: T = 5 * 1.5 * 1.25 which equals 9.375 The former takes the multipliers and applies them to the base individually and then adds the results to the total. The latter makes everything cumulative... which
[quote who="TheProgress" reply="3" id="2720363"] I just skimmed through the latest AAR - the only thing he says is "Note: This part of the AAR is being run with the Day 0 build so you will see features that weren’t in the gold edition" I haven't seen him say otherwise that we'll be getting the 0-day patch right away. If so - great! [/quote] Why would he use the zero day version to do an AAR and then release an older build?
I thought the "early release" is the zero day patch? Didn't Frogboy say he was playing the zero day version in the latest AAR?
[quote who="Cruxador" reply="13" id="2720089"] Fire archers don't need magic. They just need a barrel of pitch and a light.[/quote] Yeah but the way it would have to be coded is as a special ability. The first thing you would do is to create an item that you would then outfit your archer with that would give him the fire arrow ability. Then in the spell xml file, you would create a "spell" linked to that item that would act as the fire arrow ability.&
This is one of the things I'd like to see modded in... and it'll probably be fairly easy to mod in "wizard" units with abilities that mimic spells your sovereigns/heroes can cast. What I'd like to see trainable wizards that you would have access to with the control of a shard and also a required tech and buildings (like a mage tower)
Someone needs to do a modding guide for adding spells... although I'm sure it'll probably be easy to figure out... it's probably the first thing I want to do...
Do you have any particular times that the devs will be in the chat room on those days? I've gotta work late on Monday (and Tuesday) and I'm hoping you guys will be in there later at night...
This thread is for those involved in the Elemental beta, especially for those who've also been in previous Stardock betas. How did you think this beta process went? What was done well and what could be done better for the next beta? Personally, knowing how many people who got beta access expected to be testing gameplay and not testing the engine and other systems for bugs (like me at the beginning unfortunately, this is my first Stardock beta) how should Stardock do the
They've explained it time and time again... it's either August or next February because they can't get retail shelf space in the fall.
I'm sorry for being a pest but I really would love to have an answer to this... A while back you (Frogboy) said that you would likely be able to implement some of the spells that were requested in that spell request thread you posted. Were you able to implement some of those spells?
[quote who="Frogboy" reply="11" id="2712587"]I can't claim to be a full expert on it but here's how it basically works: All of the time consuming materials get sent out to manufacturing weeks, months in advance. That's one reason why modern manuals suck so bad (and Elemental's manual is going to suck out of the box, sorry I wish it wasn't so but it's already outdated based on ideas from my friends online and such). The manual was sent out back before Beta 3.
Nice UI improvements. The Empire Tree looks like Sins... it's nice.. One thing though, is it supposed to say "Grassland land" up in the top corner... looks like a typo because that's kinda redundant...
Sorry for bumping this up, but I'm really interested in knowing about this.... it's the one aspect that really hasn't been talked much about outside of what's in the last beta... If you guys can't talk about it, that's fine... just please say that ;)
Would it be possible to hear from one of the Devs concerning what the final spellbook is going to look like? Did some of the spells from the spell request thread get into the final release? Can we at least get an idea of how many total spells will be in the game for the day 0 release?
[quote quoting="post"] We’re supposed to go gold this week and we’ve been burning the midnight oil. Once we go gold, we can move to the day 0 version which is, as far as I’m concerned, the “release” version. There won’t be much difference between the two other than AI. But frankly, if I had my way, none of you would be able to play the game and it would all be just AI vs. AI. they prefer it that way… [/quote] Are you going to be
[quote who="psychoravin" reply="35" id="2710456"]Hell who needs MODS, play the damn game you BOUGHT and quit trying to leech something off of others for FREE.[/quote] So playing mods is now leeching off of others for free? It's not like modders have a gun pointed to their head and forced to make free mods for games.... geez
With Civ 4, it's the same issue with the XML. On my Core 2 Duo, every time I load up FFH2 it takes about 2 minutes to start civ 4 and like 3-4 minutes to generate a game. Loading games in the late game also take eons. It doesn't bother me though.... and load times won't bother me in Elemental... just wait until the mods start coming in... So please don't remove any good content... unless it's extraneous or something...
I'm sure many of you already know this, but for those who don't... the best free program for editing XML files is by far http://notepad-plus-plus.org/ . It has some really great features for editing XML... be sure to download the XML tools plugin for even more features. It's essentially a free IDE.
I'm sorry if my concern here is completely unfounded, and I don't think that Stardock very much cares how "big" Elemental gets but it seems like to me that Elemental has received very little coverage in mainstream gaming media, and even among the hardcore strategy fanbase, nobody seems to care. Maybe that's because of the 2 500lb Gorillas in the room (Civ 5 and SC2). I then listen to the podcast on modding from 3 moves ahead and not a mention of Elemental... It just seems that we'
[quote who="Frogboy" reply="5" id="2708577"]In the final version, cities can't even build on resources. You have to build on resources from the main map, not the city UI. The only reason to snake towards a resoruce would be to get it adjacent to your city so that your city walls protect it (a viable strategy but expensive).[/quote] I like that implementation a lot better then how it is now, thanks!
So how's the AI work coming along? ;)
You guys realize that nearly everything (content wise) in the beta is placeholder right? Brad has said over and over that the Betas aren't demos, they are for testing the engine and the various systems. Content is being intentionally held back so that it feels new come release.
I find turn based tactical combat thrilling, don't you? ;) It's going to be better I'm sure when the final UI and graphics go in...
I also made a fan trailer of my own... I think it's sufficiently different then Marlowes.. http://www.youtube.com/watch?v=8B5Wmj3HnPk