[e digicons]^_^[/e]
Ragmash
[quote who="Lonemessiah" reply="90" id="3168605"]switch to offline mode[/quote] Which you can only do if you're already online to begin with. My internet connection fails without notice. --> Often while I'm currently logged into Steam online, or playing multiplayer. Heck, I've been kicked off while trying to get into offline mode, while I was trying to log in! It's like telling a man with a lost dog, "use a leash" when the leash is more often than not f
[quote who="Goontrooper" reply="64" id="3168323"]I like and enjoy Steam. However, I also find the 'online required' aspects to be a major issue. I am often overseas with limited or no internet, sometimes without losing connection with no warning. The current 'offline mode' is very cumbersome. If that feature was improved, I would have no issue with Steam. As it stands, I use Steam quite often, but would like to see some improvement.[/quote] ^^ This. Requirin
Sounds like you've got yourself an idea worthy of Kickstarter! ;)
One of the things I really loved about Civ4-BTS and in GalCivII were all these really minor-seeming random events that offered three options on how to proceed (Kinda based on a scale of morality). e.g. A potientially new medicinal herb has been found that may cure some disease. Do you A: immediately experiment on the weak (+15% unrest, +1 growth), B: Invest money and time to properly research on lab-shrills
[quote who="FrenziedFan" reply="12" id="3147334"] Yes, there are TONS of decisions in FE, but my problem is that they all seem very similar and the consequences of any single decision seem very very hard to pin down [/quote] And, from Keithburgun's thread: "There are simply too many "tiny" choices that players get to make in Elemental. Once a decision gets beyond a certain threshold of impact, a better game design would simply streamline (remove) it. Don
Ohmygosh, that's actually kinda awesome. [e digicons]:omg:[/e]
[quote]It will allow more flavour as I can see all the cool stuff thats passed through my hands, and secondly late game it will allow me to equip Champions on the other side of my domain, all be it at a massive cost.[/quote] Some of that good gear has a listed value in the thousand+ range! Yikes! Seems inefficient if you're just trying to pass along equipment. I'd much rather have places in my cities to store equipment I've gathered. I could then move my champs
So, I found this the other day creating my own sov. Forgive me if this is already known by the Elemental Forums proletariat. ;) Recipie is as follows: Pick this weakness. Gives you an extra stat point: -- "Cruel: +1 Attack, +50% Champion Recruitment Cost" Use extra stat point to gain this attribute: - "Natural Leader:
"If I can do it, it's not a bug" Spoken like a true demi-god! ;)
[quote who="mqpiffle" reply="8" id="3141825"] Nothing interacts in the wilderness. Not true. I occasionally catch glimpses of baddies fighting it out in the wild in .912. Just last night I saw an ogre kick some water shrills' butts! It might be rare, but interaction is there.[/quote] I would love to see more of this. Heck, any of this in my games. Would certainly liven it up a bit, seeing bears
[quote who="WhiteElk" reply="26" id="3136838"]A flush of rare spring flowers, on the site of an epic battle, which actually happened in game.[/quote] I love the idea of your game's history being visibly represented in the land. Being able to see that a huge war had been waged to your west because of a disfigured landscape caused by the heavy use of magic or seige weapons now characterizes the region. Could these be easily added? Maybe code these tile-features (flowers, spl
HOLY CRAP! Significant improvement!! I'm lovin' the work guys. I was finally getting that "Just-one-more-turn" fever, the depth added by simply the different damage types compels me to really investigate who I'm attacking and who is around me in the world. I carry a couple different weapons with me in case I need to switch something out. I feel I have to weigh my choices ever more carefully... and I like that. =) The List: W
Perhaps eventually, outposts will have improvements of their own. (Maybe they could level, too? You could improve your outpost into, say, a Fortress, or a Trade Hub, etc) -- I personally think that this would be really sweet and add further customization. Think: Starbases from SoaSE. One such potiential outpost improvement could be one that prevented cities from being constructed within a certain radius. Or, as that may be too powerful, an improvement that st
You have a point, good sir! Hmmm... [e digicons]>_>[/e] I guess that particular frustration stems from me not knowing who has moved yet. Because I (at least, initially) was clicking through all my units, and even reordering units with standing movement orders, just to make sure everything had moved. I humbly rescind my previous suggestion!
[quote who="sirmathmansir" reply="1" id="3119482"]I use tab to zip through units with movement points remaining.[/quote] Whoa. This is an incredibly useful tidbit of knowledge! =) And actually, there is a very subtle visual cue to tell you if there are units left to move. The "Turn" button will only glow with a green-scintilating border when there are no further units requiring orders. And this is a bit of
Shoot! That means that effectively, in my scheduling, I need to advance "Tax Day" to happen about a week earlier...[e digicons];P[/e]
[quote who="seanw3" reply="1" id="3119547"]Probably don't want her playing the beta then.[/quote] Hey, she got over it and loves it, and honestly I think her kind of experience is a very important one to pay close attention to. We all bring to the table various assumptions in our experience of these Beta releases, her's happen to be very different than many of our's in the forums. (i.e. Not a strategy gamer and being a female, lol) And thank you @Lord Xia. Percisel
[quote]advancement seems to stall and top out around lvl 9-10.[/quote] Partly, I think that's along the lines of what the Dev's have intended. Not that I've gotten this far myself, but from what I hear, you shouldn't need many more levels than that to be able to roll over pretty much anything you'd want! Unless of course, you're up against another level 9/10 hero. And as with all RPGs, each additional level requires more exp to attain tha
I finally got my wife to try this game out! She's not a strategy gamer, but she loves 'personalizing' within the games she plays if she can. (Never seen anyone spend so much time in Spore's creature creator, lol). So, naturally, the first thing she wanted to do after the tutorial, before reading any of the bios, was create her own Sovereign. She went though, probably spent a good half hour carefully going through, reading, and selecting all the traits and such tha
There seems to a division between what is visually appealing (large, relevant appearing cities) and the game mechanics associated with giving players the ability to create visually appealing cities (i.e. "teleportation" and "snaking"). Something should definately be done to bridge these. I don't think that one should come at the expense of the other. 1-tile city hubs look so wimpy compared with their surroundings! If the player's ability to create by hand these citi
The outlines are one of the artistic elements of Elemental that really catches my eye, it is very unique in a game like this! It's consistant, also, with the Loading-screen art and some of the promo art as well, I dunno, it's just super awesome.
Screenshot, please! =)
Gammit10, sounds like you took a page from my thread. ;) I like it, especially the diagrams and such. I should think these kind of threads are quite invaluable to the devs. I know they would be for me developing a new game! [quote]Some icons are intuitive to me, such as the pickaxe means something to harvest (even food, I guess), and the green treasure chests (which I first believed were fists) mean treasure. But what the crap is the purple squatting, hunched
Thank you for the advice, Publius. I'll look into that for my next game. =) All this is assuming you have enough starting room to establish 3 cities. That first game was just crammed! That, or I was a little too slow on expanding. What I'm sensing is the ability to be flexible to the situation at hand. This sounds like a "duh" kind of realization, but an important one when new and not knowing what "being flexible" mechanically means in a new game.