[quote who="calmon" reply="206" id="2877034"] 1.19 is beta and beta means you need an (firewall free) internet conection to start the game - because of some autoreports, etc.. If the game left beta later on you can play it like before without internet conection.[/quote] Didn't had that issues with other betas before, I'm actually pretty sure, it's to do with the achievement system now. Bug: Diplomat got added as a job, instead of a
Vandenburg
Just patched the game, started it... Error message that says: Failed to download data file blah blah, make sure that anti-vir, firewall, blah blah. Yeah... my firewall is set to ask each time before it allows a connection, but there is no retry button on the message that it failed to connect. Also, each time the game starts, its checksum seems to change, so that my firewall see's it as a new type of connection. I have to deactivate the firewall to make it work. Firewal
[quote who="-Ztoffe-" reply="196" id="2876958"]I can´t se it on impulse... and yes I have been switching "show pre-realease" on and off ... like fiftyshive times [/quote] Cause it's not released yet. Patience. In a few hours or so. ;)
[quote who="stripe7" reply="194" id="2876921"]When will this beta be out? Today? where can I get it?[/quote] Supposedly today. Also, unsubstanted rumours say hat Kaleb's sleep cycle will mean a release later this afternoon. Or not. Edit: As for getting it, download it via Impulse, by activating show pre-release versions in its options.
[quote]Saying "I can't bother completing a game because I'm so good that the AI, even on ridiculous is no challenge" is obnoxious. Seriously. I've been playing games for decades and I know the AI on Elemental v1.11 is pretty decent overall. [/quote] The AI being unable to cast most spells in combat... nah, that's not decent. :p (It's a bug ofc, I know. ;) ) I have to agree with that the AI isn't too bad. But there are plenty of "loopholes" for which th
[quote who="GCFL" reply="8" id="2876342"]that had to be a joke...surely he was not serious. [/quote] We are on the intertubes, where EVERYTHING is possible!
Heh, and that's why I'm not a designer. Yeah, iteration... since I've no real experience in designing stuff myself and in my mind my ideas always work out perfect, I totally forgot iteration. [e digicons]O:)[/e] Saying it was a failure in design is a bit too harsh I guess. Design can often not work in reality, (1upt and CivV AI [e digicons]
Well yeah. Design process for a spell should be: - What use and effect will it have on the game - Is it meaningful to cast it for the player in certain situations and which are those situations - Can we make the AI cast it in similar situations Implemention should be: - Graphics and effects and sound for the spell - Actual mechanic coded - Integration in the AI (ie. make a subroutine which decides when it's viabl
[quote who="Goldmos" reply="190" id="2876285"]Funny because in my game if I run into maybe 4 champions I'm lucky...[/quote] Make sure that there is some sizable territory under the fog of war and without any influence on it. In the course of the game, dozens of champions will spawn in that area. At least, that's my experience.
[quote]I'm with the devs on this one, it's just that I don't understand why we can't get a quick and dirty fix (that works *well*) with cooldowns, since they're already implemented,[/quote] I don't know the reason ofc, but I think I've got one. There is currently no way in the game, to make the AI able to use this spell sensible. Blink has some very narrow uses (mainly to attack certain units too far away or to escape) which the AI can't detect. On the other hand, there is ple
[quote]1st: I thought his remark was hysterically funny. Short, to the point, and free of abusive content. It clearly states his question in as few words as possible while effectively showcaseing his discontent. 2nd: It's great to see the "Forum Brigade" jump into action with there typical abusive and rude comments blasting away at this guy.[/quote] Yeah, a disturbing description of murder is surely free of abusive content. Pardon me, if I don't buy that.
[quote]In another, normal company, would get fired long ago...for the damage done to the company.[/quote] Hey Brad, fire yourself from your own company! In other news, I'm physically incapable of not feeding the trolls. :(
I like those new trolls. We really haven't had any good ones in a long while. Thus: 5/10 for effort. 1/10 for creativity. 9/10 for absurdity. 5/10 total score. Keep trying CoolDude420, someday you'll reach greatness. [e digicons]:thumbsup:[/e]
Heh, good find. Tbh, I never really looked at enemies stats, when my Draginol-like champions crushed them under their boots (and 6 amulets and 17 rings... hm... my champions probably look more like Mister T, come to think of it).
[quote who="dragoaskani" reply="24" id="2875741"]Apples and Oranges Vandenburg. You can't compare randomly generated maps with meticulously designed and play tested maps balanced for a competitive Esport. To try to draw comparisons between the two is idiocy. The comparison should be between other random map generating engines.[/quote] That, of course is true. You still can't deny the fact, that oranges are clearly superiour. [e digicons]:hrmph:[/e] <
I thought a bit more about the premise of what Frogboy said, which I interprete as that: The current Elemental maps are boring, because they look boring. (I hope I understood that right, else, big rant against a strawman incoming. ;) ) I have to disagree heavily with that. Let's take a look at something similar, cause I'm more familiar with that, and see what makes maps their interesting: Maps in RTS, espe
[quote]This is so true and sad. It's too bad. They cut corners with how they did a lot of things in the game, and then when they can't get it work, they just remove it.[/quote] Well, in the best of all worlds, they would ofc balance it and not remove it, but balancing something costs time, which I think they just don't have atm. Look at Elemental in its current state: There is no balance at all. - Diplomacy? Broken with op politicial capital, exploit
[quote]Oh in the next E:WoM update could you stop the champion cloning? I mean once I have like 4 copies of a Champion I start getting evil and marching them to their death unarmed. I could see it if after they die, they might re spawn.. but come on..[/quote] That's actually a good point regarding game balance. Currently, well equipped champions are op. Since money isn't a problem (and is very hard to balance in itself) why isn't the spawn rate of champions reduced or even stopped at
[quote who="Lord Xia" reply="161" id="2875549"] I kind of had a feeling that much of the games problems has been trying to either not being able to get the AI or engine to do what they wanted to do. [/quote] Consider the current AI state of tactical battles... I wonder why tactical battles are still in. [e digicons]:P[/e] But I will agree to all design changes to make the AI able to fight back even a little, then it's current broken state, so I can't
[quote who="Ahara" reply="13" id="2875645"]When I play I use the cloth map, and not because my pc can't handle it. It's because I have a better overview this way, sometimes I check and see up close. But after a while I just let it stick in cloth map because it plays faster so i'm missing all the land morphing things. I'd like to see the cool land things and still have the better overview style of the cloth map.[/quote] Yeah, I rea
[quote who="TheProgress" reply="16" id="2874631"]I honestly hope the devs are paying attention to this great work.[/quote] Agree. Cities really look so much better with some sprawl and diversity.
This is what we now.
I can live without explorable dungeons, I just hope though, that battles still will get a serious overhaul. Currently most of them are thankfully short... and I'm thankfull that they're short cause they're such a bore atm. ;)
Interesting. [e digicons]:thumbsup:[/e] Though UI under the art category and not design is really a bit weird. IMO a UI has to be functional first and it can influence a lot of gameplay by making certain tasks very hard or easy, depending how you can interact with it.
Back to topic: :p Haven't seen any invul nerable units (besides my own champions ofc) yet, but will keep an eye out. Back to derailment: I still don't think that's a good design, to have weapons that can do triple the damage of a regular units hp, armour or not. It will always force you to make armour very powerful, to avoid fights only to be about oneshots. So, while a cap on damage absorption may help to make units not