BoogieBac- My one takeaway from the failed Epic Story Generator would be to allow the software to at least log events, and then allow the users to filter out that data for posting screenshots/graphs/data later. Could this at least be included (or maybe it already is)?
Lord Reliant
The game Dwarf Fortress has been brought up several times in the Elemental forums, as it sounds pretty sweet. But one of the reasons I won't be getting into it is because of the graphics. I'm not one to require the greatest and best, but I'm finding it too hard to go back to the 1980's again, even if it has superior map generation, character creation, history, etc. This isn't meant to bash the game, but to reflect my gaming preference- I think it would be great to model afte
Great idea. I believe questing was mentioned previously, but I like using it not only to gain benefits, but to prevent issues. Bonus!
I assume they'll drop support for XP 64-bit, as that's been widely discussed in the forums as having no support now or in the future.
Huzzah! My fear is that EA would see Spore's experiment with SecuROM as a success (somehow). The voices have been heard! [e digicons]\o/[/e]
Ummm... how will Elemental support 64-bit XP? Impulse doesn't support 64-bit XP.
[quote]So here is the one thing that really struck me on this trip: Don’t be a platform bigot.[/quote] Wow. That's a major philosophy change for SD! What made you change your mind? Does this mean Impulse will run on more than just Windows?
Vista has the built-in benchmark utility, if you're running Vista and if the game suggests a rating.
And now it's working. Strange! Looks great, Brad and SD folks. Thanks for the teaser. Now I really want to help with the testing!
Hmm... I can't seem to view it. After I click play, it acts like it finished viewing the video. I'll try from another computer or give it a bit of time in the event Gamespot is doing something behind the scenes.
[quote who="crashmatusow" reply="4" id="2110062"]Kingdom Galactica: Game outline: • Turn-based multi-player strategy game • 100% free of charge • Research technologies • Construct infastructure • Build your fleet • Establish diplomatic relations with others players • Plan and execute conquest against other players Sins of a solar Empire: Game outline: • Real Time&n
It would be nice if there were actually screenshots posted on this website...
Has the Alpha been built yet? Last I heard it was pushed back because of Demigod, which doesn't bode good things for a June Open Beta. :(
A question- If I have 2 Attack and you have 2 Defense, does that work just like GalCiv2, where an Attack of 2 means potentially rolling 0, 1, or 2?
Strange- the forums page for Elemental didn't pick this up yet (on https://forums.elementalgame.com/). Must be something with Feedburner, or maybe it's just set to check hourly? How do special abilities and magic items play into the mix? Thanks for explaining the effect of training and how to easily increase attack and defense, as well as a new post about Elemental. Always appreciated! I think you set a good vision for the game (LoTR-like), but I'm concerned
Supposedly last week they had their first Alpha build. I'm hoping some more details about that will emerge soon!
[quote who="BoogieBac" reply="13" id="2086892"] I hope that is a good. Are you suggesting you have played non-land based strategy games that feel like it? or that it is totally unique Yeah, it's good The system is scalable, not just graphicially, with the speed and size of objects, but in how the game 'feels'. Lets say you're sending your main hero out into the wilderness...you zoom in and behind that unit to get a traditional 'RPG' feel (think FF7 or 8
Not that Impulse is without failings, but SD does a great job of customer satisfaction and has a great product.
Speaking of which, any new screenshots from the alpha this week? (hint, hint Boogie).
What will be the cause of increasing the number of troops? So, if at the beginning you have only a handful and later you command thousands, what is the major reason for that? I imagine the answer will be a variety of reasons, but I'm curious how big a role magic will play in this versus creating settlements/civilizations versus your channeler and heroes' abilities.
I like the concept. Here's my only fear, though: In GalCiv2, manually telling each planet what to build for buildings was fun at the beginning but really, really, really (did I say really?) tedious in the later game and especially on huge maps. Twilight of the Arnor helped a bit to create global build queues, but it's still not that flexible/customizeable. It looks like building cities could be equally micro-management-oriented. What measures will there be to
This is all assuming you like to play multiplayer, right?
A few comments/questions: 1. I find it interesting that gaming philosophy has changed a lot at SD. Originally, gaming wasn't going to be ranked because of all the negative associations associated with ranked game play. Now that's being incorporated. I personally think this is for the best, as it gives the game makers the option of having rankings, whereas intentionally not making this will be limiting the options of using Impulse as a gaming platform. 2
Boogie speaks! That is pretty funny. Sounds like the map generator was a bit too random, huh? Wouldn't it be nice to have the source code to Civilizations or HoMM and their random map generator algorithms? Are there any random map generators that currently exist out there that are really great?
I'd also be in favor of releasing stand alone components, similar to Spore: *Creature builder *Hero builder *Spell builder *Building...builder *Race customizer etc. Even just starting with these individual ideas would seem pretty helpful, as they'd be sub-screens of the main game and could be more easily individualized.