MxM111, I completely disagree with you here. In general, Stardock has made heroic strides to address community concerns and has gone out of its way to make it right for the overwhelmingly vast majority of their customers. It is odd that after everything people still ignore everything Stardock has accomplished since the release of Elemental. I could understand the frustration back in September, but now in February it just seems a bit on the petty side. You state that Stardock somehow lacks res
kenata
Cool post! I think that the current state of quests is a good jumping off point for where quests should go in the Elemental series. Honestly, the OP has some good ideas for the direction of Elemental, but I would state them in another way. Quest should be broadened to not only encompass heroic adventures, but an entire class of detailed events which occur over the course of a game. For instance, when a city is built, a quest could be triggered to secure the towns borders, which would spawn a
[quote]We need toilets. Lots and lots of toilets. We already ask for a sanitation system but nobody like the idea...[/quote] I want to see mario style pipe warp ways all over the place. Who needs sanitation when your plumbing is actually tube travel.
New Option: Play by Telepathy. I want to be able to play Elemental with my friends via a psychic link.
[quote]Can you mention any one bug in Age of Wonders Shadow Magic version 1.3? Because I have played it A LOT for 10 years and I couldn't... But it is true that the AI doesn't build pioneers and is unable to use boats either in a strategic manner (neither does the AI in EWOM). Those things would be nice but since there is no need to spam pioneers like in EWOM that is really not a big deal. Regarding the two previous installments of AOW, in terms of gameplay they weren't perfect ye
[quote]The problem is that with all that the gameplay ends up being boring, so the system is broken somewhere. I do agree that AOW tends more toward the wargame, but then Elemental if it doesn't want to privilege the wargame aspect has a real problem when then expect us to play battles that can sometimes last an hour! I believe that the apparent simplicity of Age Of Wonders depends on the fact that everything seems to go so freaking smooth in that game. No bugs, the system works, b
[quote]Hey, maybe you are right but the fact is the gameplay of EWOM just doesn't f****** work, they may as well follow my suggestions since they in inspired by games that do work, I give the reference, I give numbers, then they do what they want. I am a bit tired of repeating myself about movement and PBEM multiplayer, in the end if the game doesn't work, I'll be very sorry but that won't change my life, I'll just go back to AOW.[/quote] If you have a problem with move speed, it i
[quote]Equipping Heroes/Kids: Too much clicking involved. Open shop, double click and scroll a dozen times, exit, go to equip screen, click a dozen times, scroll twice. Now I generally hate to see the word streamlined used anywhere but, how about streamlining this process so that double right clicking buys&equips in one go?[/quote] I think you might have a point here. I think it would be cool to have something closer to what most RPGs do, a dual sided system with the character's i
[quote]I feel that AOW is a pretty good standard to hold Elemental up to. Elemental as a Fantasy Sim? It's nothing of the sort. The majority of the work clearly went into the warfare aspects of it. It breaks down to 99% galciv with wizards fantasy war game, and 1% fetch quest. I'm hesitant to even call it a fantasy kingdom simulator/wizard rancher because of how weak the diplomacy options are, and how little dynasties play a role.[/quote] You are expressing a fairly shallow analysis
While I agree that the 2 move points in EWoM is a bit too slow for my tastes, I think your other points about AoW:SM are less than on point. To this day, I feel like AoW:SM is the weakest of the AoW series. Honestly, the random spell thing was super annoying, and while you may have a point that it forced you to tailor your strategy, it was also possible to find yourself severely outmatched simply because of luck. Comparing Elemental and AoW:SM seems a bit unfair to both games as they are real
Have you ever looked at HeavenFall's Expanded Mounts? It has a whole host of different mounts that you can ride. Spiders, Drakes, Bears, Shrills. I keep telling him to do have a piggy back sort of mount, but as is, it has almost everything you could imagine.
[quote]This is pretty neat. I hope you get around to the other 3 types.[/quote] My original thought had 6 in total. Fire, Water, Earth, Air, Life, and Death. Honestly, I am actually working on something else right now that I think trumps this mod, but I think I will come back to it once I have finished my other project.
Hmmm...I have tried everything I can think of to make this work, but they all failed in tactical combat. I would imagine that the hooks for this in tactical combat have been either removed or are bugged. I will play around with it some more to see what happens.
I think you should look at the spell Wall of Fire or Create Vortex. What you will probably want to do is create a prop on the tile in question and apply your modifier to the prop.
[quote]On the quests, they're all quite good. I like Dark Rising and Demon Lord the most, but as they are quite similar in some ways I'm having a hard time deciding[/quote] This is fairly funny. In my original concept, the Darkling invasion in chapter 3 was actually supposed to be represented by minor factions spawning, but I thought this level of darkling cohesion was a bit outside the lore, so they became raiding camps.
[quote]I wish rear attacks meant something. As it is now, if I work my way around enemy units to attack from the rear on the world map, I end up on the battlefield face to face with them and I might not even get the first attack. Shouldn't I be setup behind the enemy with 1st attack plus a large bonus for a surprise rear attack. That way a weaker force could defeat or at least neturalize a much larger force. Of course the same thing could happen to my forces. It would keep you on your toes
I'm fairly certain this mod is doa, or at least for the time being.
Umbranoth, Have you ever tried Updated Weapons?
[quote]1. Is there a way to install mods manually? I can't login in game to the mod library for some reason.[/quote] Yes. Currently the mods available in game are maps. At the top of this page, there should be a mods link which should give you access to the mods library. Installing the various mods should be fairly easy and most have instructions on how to install them. Most of the mods are zipped and contain folders which should be placed directly into your /my games/elemental/mods
[quote]Impulse : - OS X and Linux compatibility While I'm sure there's some items on there that would work on Linux/OSX, the majority of items are for PC. Why would you put time into developing something that's meant to help market games and allow for install if the people you develop for can't use the software in the first place? That's like me buying bike tires for my car with the logic being that the tires are smaller so I should be able to drive on sidewalks.[/quote]
[quote who="sagittary" reply="26" id="2883247"]One thing I'd like to see in quests are more personal/internal quests. For instance, you enter a quest hut and the inhabit accuses one of your generals (champions) of having wronged them in the past. Or you find a treasure and two of your generals argue over who should get it. Or heck, even just that on the noble woman/man quest, one of your champions asks you if they can marry them instead![/quote] I actually like this kind of personaliz
[quote]Dark Rising and Rod of Mages are also very good, adding a sort of a generic RPG plot into everything. They tie into lore and gets interesting things happening. Which is important. And either one alone could be the plot of a B-list RPG (in fact, Dark Rising basically was, with Dragon Age) which is a decent plus.[/quote] lol...Well now that you point it out, there are some similarities between Dark Rising and Dragon Age, though I assure you this was unintentional. Honestly, I rea
[quote]No, it didn't. It came out around 93/94 for OS/2. That was Brad's first love in the computing world. I remember this because I read all about the history of the company on the GalCiv1 website. He was in college at the time, there was a publisher shopping around for developers to make OS/2 games. It was down to him and some other college student, but Brad was chosen because he had a company quote unquote, called Stardock. I don't remember if he had legally formed it as such at that poin
[quote]If we want to make it further affect the overall game play strategy, then I need to agree with Kael to remove that. I think Elemental focus like other 4X is to build empires, any random quests that affect overall strategy "force" players to consider that. This distort our main focus away from fundamental of our game play. In my opinion, a game should focus on 1 single most fun gameplay and others fun stuff come as "side bonus", that why we can quickly define a
[quote]I typically stay out of arguments, but I do wish to point out that GalCiv is most certainly not a clone of MoO, since it's original iteration came out in the same timeframe as MoO.[/quote] The original GalCiv came out almost 10 years after Master Of Orion was originally released and was much closer to that of MOO3.