Wilson

Wilson

Joined Member # 2496242
1 Posts 21 Replies 1,750 Reputation

What about modability? I'm no expert, but I'm not aware of any particular mod tools for MoM. In my eyes, that's a huge advantage for FE. Correct me if I'm wrong!

322 Replies 1,018,042 Views

[quote who="Thormodr" reply="14" id="2970224"] Turn based Strategy games just aren't contemporary. [/quote] Hehe, I love that quote. So ridiculous. I mean, you can kind of see where he was coming from, but a bizarre way of phrasing it...

15 Replies 10,847 Views

[quote who="Campaigner" reply="4" id="2968754"] Quoting kapeman, reply 3Note the article states that player's "game IQ" has increased, not their IQ. It says gamer IQ = IQ of the gamers, right? That's how I read it atleast. If they mean something else then they should make it clear.[/quote] The earlier bit where they say "players definitely have a higher game IQ " is what makes it clear that they ar

12 Replies 11,150 Views

[quote who="Teslacrashed" reply="17" id="2944838"]I really like seeing that FE is going to be slightly less "civ" like, and more RPG-like. It really draws on the strengths of Elemental as a setting.[/quote] I agree strongly with this statement. I very much enjoy the civ element, but for me a big part of the fantasy setting is the heroes and the RPG style elements. Brilliant dev journal and I'm very pleased that the wildlands are going to be moddable. Keep up the good work!

52 Replies 217,609 Views

[quote who="Schnorkde" reply="23" id="2929801"]So far like it. Just to throw some extra idear in. How about tech which show up during game and/or require some word stuff. For example: U need to hold a (unique) location to be able to research some tech (+ have some prequisits) U need to have a special hero/item/spell active to research some tech U need to accept some (temporary?) negative influence on the empire (slower growth, less productivity...) U

153 Replies 606,999 Views

[quote who="Yamhee" reply="4" id="2872389"] Quoting Mystikmind, reply 1Starcraft is a real time strategy game, and any AI has a big advantage in real time compared to turn based games because it can simultaneously command a vast number of objects. As a result you will never see AI's in turn based games ever being as effective. Elite Starcraft players are actually judged by how many 'clicks' they perform per second, this is precisely what it is all about, how quickly you can command your

24 Replies 45,053 Views

[quote quoting="post"] Reduced 55%Original 1024 x 640 I have been living in the quest system and wrote a bunch of my own over the weekend. I’m excited to see what you folks submit for the quest contest. [/quote] I have to say, I looked at the quest system with a mind to producing some quests, but could not get my head around it. Even with Novaburst's helpful tutorial (https://forums.elementalgame.com/393755), I didn't see how I could make reall

25 Replies 63,054 Views

[quote who="Domicron" reply="52" id="2861831"]Games have difficulty levels so they can appeal to a wide audience. It's really infuriating that your defense for [bad game] is that you aren't good at it so it's fun for you. And I don't trust gaming journalism in the least bit, I pointed that out because someone posted about how the critics loved civ5! Of course they did, it was an eagerly awaited tripleA title. That's automatic high marks across the board. <br

206 Replies 657,561 Views

[quote who="Domicron" reply="40" id="2861681"]Onto the note of character assassination... I don't hate Shafer. I'd be more than satisfied if he'd come here and make a post fessing up to the fact that the design decisions made in Civ5 turned out to be terrible and that the game sucks. People will tell you "but wait! you are just a forum troll and the critical reception was magnificent!" A reviewer is under a very tight time constraint to play a game

206 Replies 657,561 Views

This is a very good list. I am extremely excited to see number four - the "Core Diplomacy AI stuff". I hope this means more diplomatic functionality to the game as well as diplomacy related AI improvements (great though that will be). It sounds like improved diplomacy mechanics are on the cards from what you're saying, and I think a really robust, deep and interesting diplomacy system in the game could differentiate Elemental from other strategy games, which have basically never really bother

78 Replies 251,002 Views

Interesting post, thanks. I didn't know the AI in GalCiv2 could predict the future a bit, that sounds very fancy. Good luck with teaching your AI!

90 Replies 178,135 Views

Yes, this is why I think you need to be able to choose how your units look separately of their stats. And we need more choice of clothing/armour bits etc. Also special abilities to give units, they kind of have that in game already (e.g. the pioneer packs) they just need to expand it and offer more awesome stuff, preferably linked to buildings to help make cities more individual at the same time. I think you can get some non-human units from the diplomacy tree, but I don't know how ma

16 Replies 57,635 Views

[quote who="Lord Xia" reply="1" id="2852846"]Agree, been saying it since day one. [/quote] I think I may have read some posts by you saying this and stuff along these lines, so you may well have influenced this post :) [quote who="FatNonFree" reply="2" id="2852851"]Brad did say next year he is bringing in someone to make modding easier so that may help with this.[/quote] Yeah, this would be good. However, it would be nice if people could include

3 Replies 5,044 Views

I've seen quite a bit of criticism about the lack of 'flavour' in Elemental, and I think one thing that contributes a lot to it is the lack of visual variety in your units. The problem is that if you want to put leather armour on your units, they will look almost the same as any other unit wearing leather armour, and there isn't the same visual variety as there was in for instance Galactic Civilizations II. This post is similar to another one I made in a thread about Elemental not having a 'o

3 Replies 5,044 Views

I like the idea of armour degrading after each hit in a battle. Means even the strongest enemies can be brought down if you have enough units that will last long enough to wear away their armour. Could work nicely as the OP says.

17 Replies 14,280 Views

[quote who="Sir_Linque" reply="53" id="2846811"]To me the big thing hurting the 'one more turn' feeling really is the part about how units work in the game the OP talked about. Yes there are special units you can research up to, but the total customization of human troops feels too much like a game of Excel. In GalCiv, being able to completely customize spaceships fitted the concept well, but in a fantasy game I would like it to be a bit more restrictive. There's nothing preventing

72 Replies 272,746 Views

These are all really nice spells. If the spell book is going to be full of stuff as interesting and inspired as these, Elemental is going to become a very exciting game. What would be even more exciting would be a super flexible spell system allowing modders to make and test all kinds of weird and wonderful things. But yes, these are excellent!

64 Replies 134,331 Views

I don't see anything wrong with players having a fair number of settlements, but as Sethai suggests there should be few big cities and larger numbers of small towns and outposts. Maybe you could have a system where every level of an existing city allows you another city at the level below that? So if you have two level two cities, you can also have two level one cities. This doesn't really stop city spam, but it does encourage you to build up cities more and it means you can only have

16 Replies 14,917 Views