[quote quoting="post"] Everything looks good except Unit in the design unit area are all whited out (changing background or unit shape doesn't change the amount of white out). [/quote] Yes version .25 recently downloaded at 1am(EST). I also have the issue where the unit design image and background are white-ed out. I can't see the image at all. Also this current version is crashing quite frequently.
NTJedi
Forum bugs on quoting... so I created a second response. [quote who="red1939" reply="12" id="2416536"] P.S. Oh, and btw - have you forgot about one thing? It's BETA. There are a lot of things that will change. [/quote] Because it's BETA is why I created this topic... it's a recommended REPAIR list since none of these could be fixed from a patch download. As time passes more and more settings/features wi
[quote who="joasoze" reply="2" id="2415973"] You should not be worried about the game being like Civilization IV. [/quote] CIV_4 is not a fantasy game, thus as Elemental is being developed and we see the same single map level, the same basic unit statistics, the same all nations being human, the same sea battles planned, etc., etc., then it becomes a worry since several fantasy elements are non-existent. [quote who="Luckm
This topic is basically where everyone can list current features which are being considered and solutions for improving them while there's still time. Based on my many moons on these forums these are the current areas within Elemental which still have time for being improved: A} Stardock said most Weapon/Armor Graphics specific for only human sized units. <span st
[quote quoting="post"] But obviously there are a lot of other factors that could be looked at. Blunt weapons vs. Cutting weapons for instance. My personal inclination is to stay away from damage types because they add a lot of complexity without really giving back a lot of fun (in my opinion). I’m sure there are those who will disagree but we’ll have to agree to disagree there and perhaps damage types can be made something available to modders later. <p
[quote who="joasoze" reply="68" id="2410561"]Implement a very complex system and let the player dumb it down if he/she wants. [/quote] I agree... this would work best for the longterm value of the game.
[quote who="pigeonpigeon" reply="34" id="2409083"] Same here. I've been pretty disappointed on the economy front ever since it was revealed they've decided on this nebulous global resource model with no hard limits. [/quote] I agree and I've been very concerned as well that a few developers are 'pushing' too hard for a system which is toooo simple. I want to have resource piles of not only gold, but also wood, iron,
[quote who="mormegil" reply="3" id="2401781"] If he/she is good then it si what we would call “Life” mana, if he/she is evil that it becomes what is called “Death Mana” ... [/quote] So will us map creators be allowed to create an AI opponent which has both "Death" and "Life" mana?
[quote quoting="post"] I keep thinking that it’s better to have more resources than fewer. I’d love to hear how others feel about this. [/quote] I recommend having a base level of resources... say 8 or 10... then each of the base level resources can be combined with other resources to create one of the second level resources. Naturally a player would need to research each method of combining resources. Stardock could even create
[quote who="Black-Knight" reply="20" id="2393280"]Actually the real problem with teleportation isn't that the AI can't use it, but rather the other way around: maps become an intricated and confused set of locations where the actual distance between places is something that can't really be examined by a player when he tries to make his strategy. And I am not going to like a strategy game where I can't make strategies!!! [/quote] Obviously you've playe
[quote who="kryo" reply="21" id="2393307"] "Players can handle it, so it's ok if the AI can't" is not a valid excuse, since Elemental is a single-player game first and multiplayer second. [/quote] The AI opponents from AoW:Shadow Magic and Heroes_3 had no trouble using portals(teleporters) which were placed on the map. I'm not sure why the pathfinding would be more difficult for the Stardock developers creating Elemental. <br
[quote who="BoogieBac" reply="20" id="2392565"] I am going to take your word that saved games work. I gave up after 10 minutes of loading. Make sure you're loading a game saved from 0.24...if it's still giving you issues, please send the save file to [email protected] and [email protected]. Thanks! [/quote] I would love to send the save game file... along with another issue I discovered "Enemy units sharing a Town"... un
[quote who="TatertotEatalot" reply="6" id="2392304"] I just can't see an AI using it effectively. Just my 2 cents. [/quote] If the game wasn't coming from Stardock (known for AI) I would probably agree, but the teleports are merely shortcuts to other locations. Such path_finding programming is not as difficult as say having an AI build supercombatants(SC's) and equipping them with the proper items to effectively kill armies single-han
Black-Knight you've over-reacted to teleporters... clearly the AOW thread is only requesting city teleporters to be "An Option" where as your topic leans heavily towards requesting "No Teleporters". On another important note the game Elemental will have MANY months of beta testing
Awesome_Ness !! One of the first for downloading. :) Dang... I accidently downloaded the Beta 5C version because of some bugged time travel software I installed. It will take me a little longer to uninstall Beta 5C and reinstall the Beta 1A.
There's plenty of beta testing for balancing the effectiveness of units, spells, buildings, independents, heroes, etc., etc., . Virtually any aspect of the game can have this topic. Spells: Quality vs Quantity Items: Quality vs Quantity etc., etc., Obviously part of beta testing is for game balance.
These are other key articles for the Comprehensible Suggestion List sticky: https://forums.elementalgame.com/361838 Building Types for the Map https://forums.elementalgame.com/360880 Quest Log Book https://forums.elemen
Lets also hope the battle system will allow for multiple players on the battlefield... this will definitely increase strategies and will be significantly more fun. https://forums.elementalgame.com/360025
[quote]But granting first research bonus could ruin game balance. [/quote] I'm sure any major game balance issues will be properly adjusted during beta testing. And since the game will be singleplayer focused any minor game balance issues will be accepted allowing new players an advantage as well as veteran players a more worthy AI opponent.
Great news Frogboy this is an excellent feature. :)
[quote who="goodgimp" reply="3" id="2389580"]Yes, AI modding is possible. You'll need to learn Python if you want to work with it. [/quote] This will be one of the features which will allow Elemental to become increasingly more challenging and interesting. Hopefully the game will randomly choose one of several AI personalities for each AI opponent. Ideally gamers could then create and add their own AI personality into the list of randomly selected personalities
Last couple of times I checked the very quiet Gal_Civ_2 forums one of the most recently activated topics was 'multiplayer'. Since Gal_Civ_2 had significantly more advertising, several expansions and was even available in local stores I'm sure if multiplayer existed the Gal_Civ_2 forums would be bursting with activity at least equal to the activity on the Dominions_3 forums ... Dominions_3 is an independent game only purchased online with no digital download opti
I think the only sticky would be an official sticky from Stardock regarding what ideas have brought inspiration and possible game considerations. Any topic from a member of the community who's not even an employee of Stardock would be questioned by multiple individuals on which are worthy and unworthy. This could result in multiple topics from different members organizing their own ideal list. I know the fellas at Stardock are very busy... so I try
As I mentioned in a similar thread any single variable in the game which decides whether someone wins or loses should be a game option. Thus a diplomatic victory should be a game option... a quest victory should be a game option... the game automatically ending after 100 turns should be a game option... a sovereigns death equals losing should be a game option. Certainly I can see moments where I'd want to play a game where I can keep playing
[quote quoting="post"] I think it would be amazingly awesome if after you become powerful enough you can use your magic to literally rip a city out of the ground and set it in the air making a Flying Citadel. It could move once air-born, but only very slowly and it would have a Very High upkeep cost. Thoughts? [/quote] Already suggested from postings in a previous topic: https://forums.elem