Facebook, ugh. [quote who="Facebook-Elemental" reply="14" id="3037478"] Thanks to everyone who has "liked" our new page so far. We will eventually close the other two pages so that everything Elemental-related is right here so it's easier for everyone. :) [/quote] What you mean with close the other page? [e digicons]>_>[/e] I personally
Vandenburg
[quote who="Achul" reply="16" id="3029279"]You don't have to be connected all the time to play. Are you guys crazy? All that happens if you're not connected all the time is that your achivements arent stored.[/quote] People are talking about Diablo III where you will need to be online all the time, since it's a client-server game like in MMOs. ----------------------- As for SCII, I wouldn't buy it anymo
[quote who="Kantok" reply="66" id="3018016"]Right, except you just chose every players' play style for them. If the player doesn't go high enough into magic to get your super-duper anti-SOD steam rolling spells than any competent AI will build SODs out the ying-yang and crush them. What does the civilization focused player do? What does the other military based player do when their SOD is on the other side of their empire? Magic is only one play style. [/quote] Let's add s
[quote who="Kantok" reply="61" id="3017890"]You need a more robust mechanic than this. What's to stop me from splitting my SOD into 3 mini-SOD and moving faster and reintegrating right before attacking? Some sort of siege mechanic and/or allowing tactical combat to last multiple strategic turns would better combat the SOD problem (provided they were implemented well of course). [/quote] Well, we have magic in the game for some reason: Armageddon Ki
[quote who="Arinn Dembo" reply="1" id="3017418"] STATE OF THE TEAM: Exhausted in every way. It has been extremely difficult to lose so many team members over the course of the last year. It would be hard enough to miss them as people, but as developers their absence is even more keenly felt. We’re still alive and working, but the programmers have had to put in 12+ hour days to try and compensate for people who aren’t there. We’ve pushed it as hard as we can,
[quote who="Frogboy" reply="31" id="3016949"]Third, cities have their own militia. [/quote] That's some interesting information. [e digicons]:grin:[/e]
The Empire portraits look really nice. The Fallen could need a little more oomph though imo.
[quote who="TorinReborn" reply="24" id="2996189"]Is this going to be a sequel to Syndicate or Syndicate wars? (I only played wars)[/quote] That doesn't matter, since the "sequel" will have mostly nothing to do with both of them. ;) But they talk about Syndicate the orginal one, since it is better then Syndicate Wars (and also better recieved with higher critical acclaim). [quote who="Itharus" reply="22" id="2996170"]Is Syndicate that old old old top
[quote who="Kestral2040" reply="105" id="2995868"]Just the yield benefit doesn't expand later on. You can still build improvements on things inside of your influence, just the yield system only applies to the tiles right around your settlement. Any improvements you build on wild resources that are also in your yield radius will cause those improvements to provide an increased effect. I think right now it's 2x the bonus you would normal have gotten, but those numbers could easily chang
[quote who="Heavenfall" reply="12" id="2995778"]The metagame in Syndicate was fun but mostly pointless.[/quote] True. Research was especially broken, just get some territories, set funding for research and then accelerate time. You'll eventually lose some territories but before much is lost you have everything researched and can clear all the easier places with ease. But that's no reason for me to remove that part, improve it, balance it, don't remove it. [
[quote who="KingHobbit" reply="99" id="2995756"]Great update but I have question about the above. "forever lost" is a really long time. city growth won't replace these citizens over time. I guess I am not sure how this part works.[/quote] As far as I understand it (and in my magnimonius arrogance I'm surely right) it just means that you won't get them back. They're not wounded, or displaced or whatever, just dead and you've got to wait for normal city growth to get
[quote who="Heavenfall" reply="10" id="2995758"]In my opinion, Syndicate was more shooter than tactical. That's a big reason why I think going to fps won't hurt one bit.[/quote] Ah, guess here we've got to agree to disagree. When I played Syndicate it was a top down strategic game to me. It was about being an evil mastermind and controlling my puppets to do the necessary things for world domination (like random killings and brain washing with the persuadertron). That's
[quote who="Heavenfall" reply="4" id="2995670"]You're being sarcastic, but in this case that is exactly what I'm saying. In a game like syndicate, I'd much rather be standing amongst the ruins of a blown-up building, or in the crowd of people about to be butchered, than seeing it all from above. For syndicate, the top-down was limiting because all these awesome things were happening and all I saw was a few clouds of dust. Speaking only about the graphics, I consider a f
[quote who="Heavenfall" reply="1" id="2995622"]I always thought it was limited by its top-down approach.[/quote] That sentence doesn't make any sense. How were you limited by the isometric view in controlling your mind-controlled agents wreaking havoc across the cities and installations? Oh yeah, I forgot, how could one ever feel "immersion" before we got first person view. I wonder if people playing text adventures were some kind of mutants with super powers called immagination.
How do you get from this: [quote who="Derek" reply="1" id="2995334"]* Metal and crystals are still resource requirements for some things, most notably advanced armies. So we still have the concept of “you can’t build that until you build up x resources” but its used for special things, not everything.[/quote] to that? [quote who="DsRaider" reply="68" id="2995334"]It seems to me that Fallen Enchantress is copying Civ5 with it's unique buildin
Hm... those videos... are not the best they have I hope. The bone jokes... oh my. Also, the combat obviously needs more motion blur, I sometimes was able to see something. But yeah, the whole thing has a nice art style, but the combat and strategic part looked quite boring to me.
[quote who="Vallu751" reply="5" id="2990134"]The screenshots look a lot like Civ 5. I wonder if they're building on the same engine.[/quote] Nah, don't think so. It has hexes and a graphic style trying to be semi-realistic with strong colours. Same graphic style Civ V uses so it looks very similar. As for the developers: They're Russians, the publisher is Paradox, so I've got high hopes for some wacky and good game. They did Fantasy Wars,
[quote who="Cackfiend" reply="4" id="2988501"]Well I definitely don't appreciate the sarcasm in a thread that is meant to promote constructive thinking[/quote] Ah, that's because the matter square or hex had been settled some time ago by a decree from the highest authority (ie. Frogboy). :D [quote who="kryo" reply="1" id="2784230"]Brad doesn't like hexes.[/quote] From here. [quote]Even with the i
[quote who="Frogboy" reply="5" id="2988533"]My guess is Fall 2011. Once the decision was made to move towards a full blown sequel rather than an expansion pack the budget changed (translation: Impulse sale to GME provided a lot of capital and we decided to spare no expense).[/quote] You're a horrible bussinesman. Think of the ROI, the poor ROI! [e digicons]X([/e] Ah, that's why I like StarDock and Brad; doing stuff because he likes it a
[quote who="Heavenfall" reply="1" id="2987482"]The unofficial line when I asked a few months back was that it was not going to see open-source because it would be too embarrassing. Apparently a lot of the manhours that were supposed to make it passable to the public ended up being rushed into solving the early issues of Demigod.[/quote] So, the rumours of there being pictures of Frogboy without pants in ascii format in the source are true? I'm shocked I tell you, shocked!<
[quote who="Frogboy" reply="15" id="2987374"]In the meantime, you should assume that FE is horrible and will give you cancer if you play it and harm pets.[/quote] You monsters! You killed Willy!
[quote who="Emperor_Nero" reply="17" id="2987522"]I don't like the look of the graphics. It looks like, 'O, hai. I just lern'd to use lighting effects.' SPAM LIGHTING EFFECTS. What I am getting at, is that everything looks too shiny and washed out.... Way too shiny and washed out.[/quote] Eh, it's an improvement to WoM at least. There it was like: Bloom everything until you lose your eyesight! In this screenshots it's only, bloom all the
[quote who="LightofAbraxas" reply="5" id="2977944"]That's a pretty insightful comment. You know what, just disregard this thread, everyone, I think I was mistaken.[/quote] I love the smell of snark in the morning. [e digicons]B)[/e] Anyway, as I've said in that long thread, your ideas sound great to me. Very imaginative and could add a lot to the atmosphere of the game. [quote]1) Multiple food source types (other than fertile land, very fertile
[quote who="BlackRainZ" reply="57" id="2978189"]Oh come on, so what you are saying is that you can't control yourself? You have no self control at all? So, if someone doesn't eliminate an option for you, you just can't do it yourself? Seriously, reflect on that a bit.[/quote] Let's see. If I don't rush an AI in the beginning, don't build units which have more defense then the AI units, don't trade with the AI, don't build more then one study per city, d
Really excellent artwork. [e digicons]k1[/e] Mana Blast and Mana Shield are some of the type of creative spells I really like, although I wonder about balance if there is no mana limit. Some way to counter buffs/summons would be nice to have though, but all in all it seems to be a quite nice foundation for an interesting magic system. To be expanded later on of course. ;)