[quote] Since I don’t want that dangling out there, multiplayer matters to me personally but we know the hard statistics on the % of people who play turn-based strategy games MP (and I mean industry wide). The word tiny comes to mind. That said, Elemental will be receiving multiplayer love anyway. [/quote] Upon playing other popular TBS games such as Heroes
NTJedi
[quote who="Derek Paxton" reply="47" id="2959655"]We met on sieges early on and came up with a design we liked, ran it through implementation estimations, compared it to other features and it didn't make the cut for FE. We looked at partial/smaller scope implementations, but the big thing is blocking tiles (ie: tiles that you cant ranged attack through, or tiles that can only be moved through from one direction). How much time it takes to implement line of site? Or more importantly, how m
[quote who="Frogboy" reply="39" id="2896927"] It's not hard to come up with great game ideas. The challenge is scope. With finite resources you can only do so many things.[/quote] Sounds like this memory problem for 32-bit systems has dropped walls for Stardock plans. I blame Microsoft for not moving the world into 64-bit operating systems. Eventually 99% of gamers will all be using 64-bit systems. I only wish Elemental could move forward without the 32-bit
[quote]Now, a quick thing about that. No matter how much memory is on your computer, a PC game will only be able to see 2 gigabytes of it unless the game itself is 64-bit which, to my knowledge, there are no major games that fit that yet. This is something pretty high on our priority list for the future but with most people still running 32-bit Windows, we have to focus on the here and now.[/quote] Don't give up on the super large maps and the 64-bit support because it's
I always play on the largest map size possible because I hate the feeling the realm I'm fighting for is some tiny moon about the size of rhode island. When I conquer a world I want it to feel like a world... I'm talking the size of Jupiter!
[quote who="Frogboy" reply="7" id="2884522"]Just keep posting your AI reports and such. I rarely respond but I almost always read them. I wouldn't have found it without you. [/quote] Thanks for working on improving the AI ! One suggestion I made long ago was allowing an editor or tool where the community could develop their own AI personalities. Perhaps this would make it possible for each AI opponent to have one of many different random pers
[quote] Answer: All those fancy city improvements use 95% of the load time to regenerate. Going to see what we can do about that in the future. If you have a quad core (ahem) it’s much faster. But still, if we’re ever going to have sick sized, 64-bit maps, and we are, we’ll have to optimize this.[/quote] My family is very excited for when massive super sized maps will be possible. I should have waited on buying my 6GB laptop, but it's been us
[quote who="Sherekhaan" reply="25" id="2811482"]New quests and notable locations... I seriously ca not wait! Thank you frogboy [/quote] The quests and notable locations are currently designed where they are way too predictable. After a dozen games the player knows exactly what to expect as each quest or notable location begins. The current Elemental design also brings more work for the developers and modders because it uses&nbs
I really do pray we receive HotSeat and PBEM for Elemental.
I agree with Black-Knight and Gwenio1 ... one turn on a very large map can easily last an hour when tactical battles are included for AgeofWonders:ShadowMagic.
Dominions_3 Heroes_3 AgeofWonders:ShadowMagic Master of Magic
One of the developers from AgeofWonders series provides an interview. Hopefully the Stardock developers will take the 2 minutes to read his interview for why this fantasy TBS was so successful. I'm not saying this game was perfect I could easily list weak points, however the game has many strong points... and spells which strike an entire battlefield are not available for an early game summon as what Elemental originally provided. <a href="http://www.rockpapershotgun.
The game has great potential, but the game depth needs improvement. There's not really many strategies available due to lack of game depth and balance issues.
[quote quoting="post"] But now this is weird: even though all the descendants had large base moves and reasonable combat speeds, in tactical combat taking just ONE step would end their turn. Even with a combat speed of 6 they could cast three spells, attack 4-5 times, but taking a single step used up their entire turn. Moved normally on the world map, could only move one in tactical. [/quote] You should report this as a bug in the support forum.
[quote who="James009D" reply="22" id="2788809"] Does this mean that will be applied to more things? For example, could a expression be applied, on a per turn basis, to trait bonuses. For example, the Merchant makes (CHARISMA + WISDOM) / 10 gold per turn? This would be amazing. [/quote] This is just one type of the game depth we need for Elemental. For example: Most monsters should be more than just a fixed
Great news !!
[quote who="econundrum1" reply="9" id="2778867"]By the way the demon now has Arcane Doom which is much better the minion was nerfed because it needed to be very badly. [/quote] Yes the vigiliant minion was way way too powerful... and nuking the entire battlefield is "LATE GAME". The Stone Golem is also too powerful since his spell can strike anywhere on the battlefield. A group of 5 elementals should not be getting killed by a group of 5 lower class summon
Thanks for the patches Stardock! :)
Alright I've done some MoM researching and found what appears to be a better multiplayer version: http://www.roughseas.ca/momime/ Its developer seems to have been lured away to some other game and has been away for over a year. Perhaps some true fans of MoM can lure him back to patching the game and updating. :)
Stone Giant definitely has a late game spell ... even the graphics for the Stone Giants spell are late game watching it cover 33% of the battlefield. Until the stone giant is properly balanced it should be kicked into the level_9 spell learning. No reason to even summon any of the elementals when multiple Stone Giants can do more damage more quickly to the enemy while costing less mana.
[quote who="Chibiabos" reply="2" id="2773725"]Well, it depends. If you've just destroyed the bitter enemy of another faction, that faction should love you -- moreso if they were losing their war with that enemy you just destroyed, and yet even moreso if the one you destroyed was on 'opposite' side of kingdom/empire. [/quote] I would say it depends more on how many other factions were killed. If I was the elves at war with Saruman and I witnessed Sauron kill the race o
[quote who="Annatar11" reply="11" id="2775648"] So, either Elemental needs to be changed to not use simultaneous turns, or to allow one person to control multiple "players" in game. [/quote] Actually AgeofWonders:ShadowMagic allowed for HotSeat, PBEM, LAN, or WAN.... The LAN and WAN also offered switching between simultaneous and turn based... and you could rotate between them if desired. I'm not saying this is something Sta
[quote who="Gargammel" reply="1" id="2775189"]It seems, that whenever someone ends a turn, you have 10 seconds to do so yourself. [/quote] O M G !! That has so many problems in so many ways. How are these decisions even made? I'm guessing roulette wheel.
For some reason every multiplayer game has almost every turn passing faster than I can complete all the tasks. I usually can only finish 60% of my stuff before the next turn begins and I play with an above average speed. I verified my game options don't have quick turn or auto move enabled. I don't know if the host is forcing the game turn or if its something on my system... only happens in MP. Any advice?
Yes, Hotseat would be awesome!