Why should we change it? If it's not broke don't fix it. After all you wanna be memorable what better way to stand out then to use old ANSI gfx for an intro on a modern game. ;)
PyroMancer2k
The persistent servers sounds cool and the fact that some games can take months or years also sounds cool. The only potential down side I see is everyone has to be on at once. I've done raids in many MMORPGs and getting 25-40 people together or more is a real pain. And trying to get those exact same people together on a regular basis is very rare and difficult. He did mention games where it's 32 players but only 6 are really human players. That's fine but I'd still like to play large games wi
After listening to the interview http://www.multiplaying.net/2010/03/07/multiplaying-026-03-06-10-stardock/ I'm not quite sure if their planning simultaneous turns in MP. At one point it kinda sounded like they were only considering it while at another point it sounded like it was planned. So I was wondering if anyone knows more on this?
[quote who="Tridus" reply="68" id="2594687"] Defensive units are bad not because they're actually "bad units", but because defending anything that isn't a city in your standard TBS is useless. You can't stop me from simply going around your defensive units. In order to stop me, you have to attack, at which point *I* am the defender and I get the defensive bonuses in the engagement. [/quote][quote who="Sethfc" reply="69" id="2594841"] And indeed i believe forts with scouts or h
[quote who="Sethfc" reply="66" id="2594523"] Also Rock Paper Scissor's is a rather stupid dynamic to use for real strategy sure pikemen are good against calvary and sure bowmen are good versus pikemen or swordsmen but they don't always trump eachother...i never liked those dynamics. [/quote] [e digicons]:omg:[/e] Rock, Paper, Scissors is one of the fundamental concepts of gaming and nearly every good game that has any kind of strategy element is base
[quote who="timothydelisle" reply="8" id="2594707"]On this subject, I did notice that I had a game where a pioneer sent out to a crystal shard only gave half a crystal, and even after many many turns I did not gain any crystals at the top of the screen, nor was I able to cast spells dependent on that crystal. Once I sent a second pioneer to that crystal after reading this post, I got a total of one crystal, and was able to cast spells. I thought maybe this was intentional and seem
If you click on the turn notification icon such has "House was built in Capital" then it zooms to the city and highlights it as if the city is selected along with displaying the Action Tab. Well if you click on either of the 3 Tabs they are blank. You have to reselect the city to get them to show it. It's almost as if it's not completely selecting the city when you click on the notification icon. Also this is probably related but sometimes when you click on the Unit finished training
I didn't zoom in but my game also crashed when i hit End turn. dump: http://rapidshare.com/files/376600995/Elemental0_3-2010-04-15T19-49-11-955.zip
Personally I'm having trouble understanding my people are so upset, though I will admit I'm a bit of a late comer so not 100% sure on how exactly things were before. The devs said the local storage system is still there and can come into play for things like sieges. But overall it just frees the player up from having to worrying about making sure they ship X units of Iron to Y City which is training Knights. So all the micromanagement details are simply under the hood. The only other
My last post was getting long so I figured I'd start on a new one covering other issues. [quote who="Frogboy" reply="14" id="2594790"] Rationing If rationing goes into effect production of non-food/non-gold is cut in half. Prestige = Base Prestige – Turns Rationing has occurred. Negative prestige capped at no greater than 10% of a city’s current population If negative prestige, then there is a 25% chance each turn that a random housing tile will fa
Wow thanks for the inside track Frogboy. There have already been some great responses as well. Given some of the comments already I think I should probably explain some of my ideas in more detail so there is a better understand. [quote who="Frogboy" reply="14" id="2594790"] Rationing affects cities in the order in which they are dependent on food. The cities most dependent on food (i.e.Net consumption keeping local food in mind). If all cities end up being rationed, this has been
[quote who="Tasunke" reply="12" id="2594428"]Yea ... I was basically saying that, the way things are now, the proper "basic guidelines" are in place. As vieux says, food shortage WILL cause production penalties in the final release, and their will probably be mechanics in place to necessitate the presence of housing and population in a level 5 city (a potential mechanic would be for the City Size to shrink if enough housing is destroyed). Its alot better than food
[quote who="Frogboy" reply="18" id="2594594"]TURN BASED but NOT tile based combat.[/quote] Nice. Being a fan of minitures gaming thare are plenty that don't use tile boards. I always thought that it'd be nice to see a Computer version of many of those games cause you sometimes get those people who like to try and "fudge it" by moving an extra inch or so and claiming they close the distance enough to attack. Even though you can do the math like we start 24 inches apart and you only mov
[quote who="Myles" reply="13" id="2594473"] The only problem with those it that they look more like trailer material than actual gameplay. The other picture has the UI and tactical grid that gives a better impression of what actual combat will be like.[/quote] The other thing is Tactical combat Beta isn't until Beta 4 which is after the 3D engine is put in so it really could become ANYTHING at this point. And there are no doubt supporters of each method whether it's turn based, p
[quote who="Tridus" reply="63" id="2594218"] That's because usually in a TBS game, defending units are bad. Particularly units defending space that isn't a city. It's too easy for attacking forces to simply go around any defense that isn't a city garrison. Forts in particular are lousy for that reason, there's almost never a reason to attack one. ZoC mechanics make those defenses and defensive buildings useful, because an attacker simply can't walk right by them.[/quote]
[quote who="Tasunke" reply="9" id="2594382"]The current system is best so far. Housing determines population (caps), food determines housing, and prestige determines Pop growth rates. All three systems actually mean something now.[/quote] Best is relative. Best compared to what? The stuff they had before? And just because something is better then what came before doesn't mean it still can't be improved. And the issue isn't that they don't currently matter. The issue
Return of the King
I had a similar issue only it was a university that I was trying to build when it CTD. Dump http://rapidshare.com/files/376053786/Elemental0_299-2010-04-15T01-46-39-599.zip
[quote who="XeronX" reply="5" id="2594113"]Give the old classic MoM TB grid like in that screenshot anyd ay. But mabey thats just my age showing. Damn twitchy kids make me feel old enough anyways in FPS's. TBS's are where my older, wiser, and more experienced self should school them [/quote] I go back even further and say give me the old Hex grid from my Minitures games. ;) Civ is finally getting with the program on that. Only took them 5 iterations of the game to realize Hexe
[quote who="Darkodinplus" reply="2" id="2594108"]I hadn't even thought about prestige buildings becoming useless in the current model mainly because I never really build any of them except for the palace. [/quote] And that's kinda the point of why it needs to be changes as most people in the forums seem to say that they don't use them. [quote who="Darkodinplus" reply="2" id="2594108"]On housing however if you destroy them your cities population will decrease which I suppose wo
I think they plan on something like this. It took me a while to track it down again cause none of the other sites seem to have tactical combat screens. http://www.kotaku.com.au/2009/08/elemental-war-of-magic-impressions/ Also a nice little screen shot from another site which is just about as rare. <img src="http://www.co-optim
[quote who="John_Hughes" reply="2" id="2593930"] I research the first Tech to allow a sword upgrade. I add a sword to a peasant and save (with unique name and description text). Next time I fire up a game, when I research that same Tech, my Sword guy is auto available. How is that a bad thing? [/quote] Because I mistakenly have 3 units called Peasants, 2 units called Soldiers, 2 called Pioneers, and a Knight that cost 115 Metal to build while mines only make 1 metal p
As many people have pointed out the current food & housing system is a bit odd and not well liked. The reason I think is because you use food to build houses which doesn't make sense as those houses could be empty. And once the houses are built you can proceed to lose your food production and while it will become negative there is no real penalty. Also once a city has reach the desired level there is no incentive to maintain the current population. You can simply demolish the houses in fa
I don't really like the idea of "zones of control" because it basically makes areas impassible for no reason other then the enemy has a unit parked there. The only way past is to attack that unit which doesn't make sense cause it's like if the enemy has a fort on the mountain next to a valley why do I have to scale the mountain and attack fort in order to go through the valley? It gives to much power to defending units as they get all the bonuses of their good defensive position while
After playing the Beta for a bit now I think there are a few ways the UI could be improved to give better feed back to the player. As well as make it simpler to do curtain things in the game. City Display 1) The circle bar around the city the indicates the current population is nice. It is however hard to tell if the city have enough population to reach the next level or how close it is to cap. When you have the city selected there is a bar on t