The thing about Total War is that the whole point of the game is to get you into epic battles as fast as possible. I want Elemental to be a game about character development from the cradle to the grave and the growth of your empire from a fledgling nothing to an inter-continental behemoth. In TW, I can choose to start as the Byzantines and within one turn have massive armies and be at war with five different factions. Elemental's progress should be more organic. Judging from the
SavageBananaMan34
I think Brad is being unnecessarily harsh on people asking him to delay the game. Most of us are aware we can choose to wait to play until February when the game has had 6 months of Stardock's awesome updates, but we want to see the game do the very best it can on the market. It's ultimately Stardock's decision to make and they (probably) know better than their fans when it's best to release the game. But I don't think anyone is lobbying for a delay out of some sense of being cheated out of t
Do you mean in tactical battles? If so, I agree.
Brad, check out the tile at 3:52. It really looks kind of "artificially there." It would be nice if you guys could figure out a way to make that discolored ground spread naturally to nearby tiles without looking like an obvious square patch. Unless it's paved ground, in which case it shouldn't be slanted strangely like that in the first place.
Brad, I am as upset as you are that so many assets are not going to make it in the main game. Is there a reason you can't incorporate them in? It really is sad if many great models go to waste and only people modding will ever get to see and use them. Take advantage of that content to make the game richer!
Expanded dynasty functionality, including the ability to educate your heirs and make them governors of certain parts of your empire. Also, the ability to negotiate with the heirs of other factions, possibly using them for espionage to help cause an internal revolution within a rival's border. Basically, more politics and domestic and inter-empire intrigue!
Thanks for the answer, Frogboy. I would love to see you greatly expand this system in Elemental's first expansion. The Dynasty is the most interesting new feature in Elemental (imo), and I know I'm just one guy but it's what I would like to see developed the most. Thanks again for reading.
[quote who="Frogboy" reply="1" id="2678381"]It's going to go away. [/quote] THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU
Hi Stardock and testers, I am super confused about where the dynasty system in Elemental is going. I've asked questions in multiple threads to no response so I'm making a new one. 1. What happened to assigning family members to govern parts of your empire as vassals? As far as I know this was a planned feature at some point. Maintenance costs would get greater and greater as your empire grew, forcing you to assign a family member to govern a certain pa
[quote who="Frogboy" reply="15" id="2678371"]If you're so certain the game will be "unready" on release then feel free to wait until some mystical future date to play it. I'm not sure what kind of response you are expecting. This is why non-technical people are typically not involved in real betas because they don't really have any idea of what's involved in putting together a large software project. The betas aren't some sort of extended demo. They're betas.
Brad my final request to you is: flesh out the dynasty system! It's something I'm sure you have a lot of ideas for. Allow me to encourage you to put them in and emphasize them.
[quote who="jshores" reply="4" id="2678125"]I'm pretty disappointed in the game at this point. Particularly anything to do the with the way we build and expand cities and with the differentiation of custom sovereigns / custom factions. Here is a short run down: Cities: Cities are easy to spam. Selecting buildings for your city is trivial because you're building them all anyway until your pop caps. <br /
Brad has said 100 times that he thinks it will be ready on release and there's no "worry", especially in the stability department. Whether he's completely correct remains to be seen, but I think we can give him the benefit of the doubt. As you said, it's his problem really, not ours. We get to play Elemental one way or another, but it's in his interest to launch the game at the right time.
yup, performance has been getting worse and worse with every build. It's still playable but it is very uncomfortable. my computer is reasonably powerful too (3.0ghz dual core e8400, 4gb ram, 9800gtx+ 512mb).
yea i agree. it's strange to have such a special forest being one measly tile in the middle of a desert.
i can't build any improvement but farms without a pioneer.
Looks promising!
Agreed with everything in the OP. I find myself zooming out very often just to see what tiles are worth moving too. Also forests are terrible looking, but Stardock says they're working on that.
bug discovery live XD
[quote who="Darkodinplus" reply="2" id="2673788"]From what I understand of the scaling that will occur in Elemental this shouldn't be out of the question. Brad has mentioned there would be battles with 10s of thousands of soldiers so having 4,000 vs 4,000 instead of 1,000 vs 1,000 as an example should be doable I think. The main thing for me is this system would allow you to perform pincer attacks and some more advanced maneuvers you don't typically get in TB combat. Hopefully, even in a wors
Does anyone know what has happened to that idea Brad presented a while back where once your empire grows, you must assign a champion/family member to govern it to reduce maintenance costs, effectively turning that region of your empire into a vassal state?
Yes, there will be nothing more exciting than hearing "Hordes of ice trolls have been spotted in the northern tundras!" and watching them lay waste to your enemies as you snatch up the newly freed land [e digicons]}:)[/e]
Yea this would be pretty nice. Don't see why it would require a major re-code. Not that I know how Stardock's code is structured but now the game when using the plural of X would read from the player's definition of the plural of X instead of sticking an 's' on it.
Maybe you were planning on doing this already, but I'm not sure. I think it's important to tell a player entering a witch's hut or ruin why nothing is happening. For example, let's say I walk over an ancient ruin. Instead of blankly staring at it and scratching my head, I should get a pop-up that says "You walk up to an ancient ruin. The entrance is shut with an advanced lock that you dare not attempt to fiddle with lest you be killed by a trap. Maybe you should ask your scholars to take a lo
It wouldn't be so bad to have the resources only available to cities connected to each other. You'd have a screen with all the different segments of your empire (each segment is disconnected from the others) and how much of each resource is available in that segment. In any case, we need something . The current system is strange.