Pah. Everyone knows ninjas pwn all, because they flip out, chop everyone and vanish in a puff of smoke.
Kamamura_CZ
It's absurd you can't trade resources on the market.
Okay, I really wanted to like the game. I bought it on the release date, thinking - Stardock, you can't go wrong with them. Galciv 2 was wonderful. I waited for a few patches to roll before finally trying to play 1.08, but now I am starting to regret my purchase. It's amazing how every component of this game is literally broken, as is someone put the game into a sack and pounded it with a hammer for a month. Yes, you are correct, this is a rant, but I feel like I am justified to make
What's more, sometimes units die even if the damage report states "MISS".
Other thing I noted are those horrible combat pauses - from time to time, the interface stops responding to your commands. It's your move, and you want to attack, but there is like 10 seconds pause during which you cannot do anything. I would also welcome clear visual clues as to whose turn it is and what units still have points to move. Also, unit move order should depend on some kind of initiative, agile units first, slow armored units last, all the unit pouncing one enemy is just wierd.&nb
Every time I attack a mob on the map, my sovereign scores a git, but no hitpoints is subtracted from the enemy. Then the enemy strikes back, and my sovereigns falls. Empty combat report is generated, with a single line "Defenders drove back the onslaught". My sovereign does not die, but is placed to an adjacent square. If he is mounted, the mount then rides on the original square, and the sovereign just mimics the riding animation (can be resolved by unequipping and reequipping the horse). 10
Okay, the point about not creating separate thread is valid. I have reposted my contribution to the main combat discussion thread and now I am looking for a way to delete this redundant thread. If a mod can do it, please do so.
First of all, I don't really understand why Elemental tries to simplify combat mechanics (one number for attack chance and damage). Is it to make the AI better understand the mechanics? Generally, pen and paper games must simplify, because it's not fun to calculate hundred numbers for each sword swing. However, computers are good in number crunching, so computer games may benefit from more detailed models of gameplay mechanics - like combat. Let's look at Dominions 3 comb
[quote who="vampyrebunny" reply="4" id="2773735"]This topic has been done to death already. No point in making a new topic about right before they come out with a new patch to see if it fixed. Learn how to use the search option before making a copy post. And you cant really voice your opinion on the game if you havent play it yet or just stopped since new updates come out and things are changed/fix. you want your opinion/rant to matter stick with the game or go somewhere else.[/quote] <p
Sethai - I mentioned Dominions 3 because it accomplishes something unique, IMO. It's not just a complexity of the stats, it's the synergy of the seemingly unrelated game elements - somethings what Elemental lacks the most, currently. Plus, Dominions3 battles are truly epic, with hundreds of units and spectacular spells. The game achieves it by taking away the tactical micro - you influence only the initial setup, plus you can script command queues to units and spellca
First of all, I don't really understand why Elemental tries to simplify combat mechanics (one number for attack chance and damage). Is it to make the AI better understand the mechanics? Generally, pen and paper games must simplify, because it's not fun to calculate hundred numbers for each sword swing. However, computers are good in number crunching, so computer games may benefit from more detailed models of gameplay mechanics - like combat. Let's look at Dominions 3 combat sy
Looks like "light evening armor" to me But seriously, don't add any playboy-style pseudo armors for females into the game. Moreover, a woman in combat with long hair waving all around is only asking to be grabbed by them. It's all quite silly.
The confusion about the alpha/beta phases can be easily clarified: we, the customers are part of the beta testing team [e digicons]:D[/e] Not that it must be necessarily a bad thing - in-house beta testers may suffer from "collective blindness" - the actual userbase may produce much detailed and complete feedback. Paradox routinely does the same with their games - they are released mostly with gamebreaking bugs (EU3, or HOI3), but after several months/years of polishing,