Personally, the idea of weakening my channeler to strengthen my nation really appeals to me.. and as such, I'm very pleased with the idea that if he is killed, my nation will die, as it will be another thing to consider if I use such a strategy. If that were not to happen, I wouldn't see a point in making an ultra-powerful channeler. I would just spend all the essence I can to strengthen my nation, knowing that it could go on without that unit.
Netaddict45
What if I like the right one? ..but both shots still look like they need definite improvement. And Hortz, nobody but you is responsable for you jumping, or not jumping, to conclusions. Lastly, it looks like both shots are of almost the same art, with different lighting effects, Hortz. If it was bad before, it's still bad.
I think it should be launched fairly quickly, actually. A beta event can be an experience, but after launch things change completely. The length of the beta should be related to the amount of testing you want to get done.. if you want to do more things in a beta environment, take longer, otherwise, take shorter. It isn't our choice to make. That said, I want it shorter so I can get some more people playing. Also, as for number of
Torus Troopers. Nothing like a high-speed high colour stress test.
Wait, you mean hedge walls aren't real walls? Among other things, they would provide for a patrol space outside the city. Just because it's not Minas Tirith doesn't mean it's nothing at all.
Because it's very early. Not much more to say other than that. "While I am still reading about the game play of this game and it sounds really interesting, the screenshots for this game are really turning me off." It's extremely rare when one can judge a game accurately by screenshots.
Nice to have a date, I was worried I would have missed it.
Hmm. Last one I bought was the VI expansion for MTW. Looks like I made the right choice. Well, I did buy RTW, but it was quite bad except for the visuals.
All games are turn-based. Some just have turns ever frame, and others do not. The combat shouldn't be a problem. TCM (the corporate machine) made the game more based on planning than anything else. There are other features that can be brought into play to make it easier, such as pausing.
EA has been improving for the past few years. They're just in an entrenched position, so movement will be fairly slow.
Annatar, everyone is going to need the same set of AI files in order for an AI to run the same on every players computer. That does not necessairly preclude those files from being modded, only that those modded files would need to be approved and centralized, much like any other kind of mod input. The SP is additional functionality so you can play around with minor changes until you are happy.
Hmm. You left out the lack of writing expertise for a traditional campaign. ;-) Thank you for the mod breakdown, though, it answers a lot of my questions.
I can't see any channeler being subject to the law.. after all, he's essentially creating the kingdom out of shards of his own essence. Room for a game along those lines, though.
Hehe, myself I'd like exactly two factions, so that balance issues can be easily solved, and there can be more varieties of units, equipment, etcetera for you in one particular game. This shouldn't be a problem, though, given the great number of choices it looks like will be available during the game. One of my biggest complaints with most 4x is that you make a great many choices before the game begins, when I really want to see most of those choices happen during
I like that comment about Stardock going out of business. Lets see.. they started as a garage business making OS/2 software, survived the tech-crash by not having venture capital, and barely survived switching to a windows platform, not to mention having significant income from non-gaming related sectors. I think I know who to bet on as for going out of business.
Remember guys, Early betas are work. Don't expect things to be fun. That said.. [e digicons];P[/e]
Heh, 2 races are better than 3. Look at Total Annhiliation over Supreme Commander. TA only had 2, so they could put in whatever exciting awesome units they wanted, without worrying too much about balance. I'm not worried.
Time to be a negative nellie and scream about how this will fragment the player-base and end up preventing people from finding others to game with. Of course, I still play the V&K Middle Earth mod for Diablo II... ;-)
FPS doesn't dominate consoles. 3rd person point of view action games do, if anything.
Hmm. Fake elemental Trading Cards with art and flavor text as loading screen pieces? All in favor say "aye"
Aye, cook. It (Civ IV) gets good with expansions and mods, but I'm of the opinion that I shouldn't buy patches for a finished product. Vanilla was hopeless, therefore I'm not shelling out another full purchase price for an expansion, which lets me download user-made content that makes it a good game. I would rather fire up something else, as there are plenty of good games that I already own, such as Allegiance, which is def a contender for the best game nobody plays.
I must wonder, if their big seller was the creature generator, why the creature you have is completely irrelevant after the second stage.
[quote who="pigeonpigeon" reply="16" id="2084723"] "and the production method is a simpler approach than the usual production points." What world have you been living in? The production method appears to be significantly more complex than the usual approach. The usual approach is, all buildings and units are worth a certain number of units of 'production', and each city/planet makes a certain number of units of production per turn. Once the city/planet stockpiles enough uni
Rome total war. The only feature I enjoyed was the pre-combat speeches, which KICKED ASS. Everything else was light.. and buggy. Even easier strategic map than Medieval. Some fantastic looks, but it was a smaller game. Count the unit types, if you would, and please compare to Medieval. Was not suprised that M2TW continued the process. Master of Orion 3. I liked the look, but it was extremely buggy. It isn't as bad as everyone would make
In my opinion, my impression of Elemental is that it does not promise to be a revolutionary game. It's aiming straight for the mainstream. It's grid-based, and the production method is a simpler approach than the usual production points. The research and magical spells are quite simple ideas. The setting is for an accessable fantasy world, rather than something more esoteric. Aiming for simple, appealing mechanics is a good way to sell a lot of product, as is pic