Will we be able to customize these magic items? Lets say I like the poison from the assassin's blade but I want it on a greatsword. Could I make such an item?
DivineWrath
You forgot to mention Impulse. FYI, for those who don't know, Impulse was an online game store that was competing with Steam at the time. As I recall, it was said that Impulse was quite distracting. Both Elemental and Impulse demanded resources and man power; so it left Elemental stretched thin.
I had tried steam in the past, twice in fact, but in both cases I was left with a strong dislike for the system. I may not be the most experienced steam user, but I'm not speaking from ignorance when I talk about steam. My biggest gripe is the fact that steam is a form of DRM. You need steam to be running in order to play games. In my books, its essentially a statement that they don't trust their customers with a game they paid for. My response is, I won't be a customer
I don't care so much about the details of what brad is trying to make. Sorry if I somehow missed the point. What I do care about how he intends to make this available. I think that making these "updates" DLC that you pay for would be a bad idea. One of the things I fear is this: Stardock has admitted that they screwed up Elemental: War of Magic. I'm fairly sure that in the eyes of some, Stardock is seen as a bunch of screw ups. If they start trying to sell a 64-bit version
Before I forget, you should figure out how much money you need to make the kickstarter project worth your guy's time, and set that as your target goal.
I voted "I have 64bit, I don't like the idea.". While I don't like DLC, the main reason I don't like this idea is because it can create a divide in the community. I think this will lead to unexpected problems. I'll buy the DLC since I would like a 64-bit Fallen Enchantress, I just don't like the idea of it being DLC. I think there is a better way to handle this... Kickstarter. I don't know if you've heard of this before, but kickstarter works
I do believe we used to have something like that. It was removed at some point, possibly for some update to the forums. My last email of such was back in early 2008. I don't miss the emails much.
The tutorial videos could use subtitles. I found them a bit difficult to listen too. It would have helped if I could read what was being said.
[quote who="nobalkain" reply="3" id="2988763"]Tridus I am just a bit worried because of GameStops latest Dues Ex mess up. They really messed up bad this time, and it was aimed right at the PC Gamers.[/quote] ???? Whats this about Deus Ex and Game Stop screw up?
Welcome to Elemental. I hope you enjoy your stay. Elemental had something of a rough start. Fortunately you showing up now means you got to skip much of it. The previous set of patches was focused on stability issues so your game shouldn't have any troubles with crashing or freezing. Currently Elemental is between patches. The focus is currently to try to get tactical combat to work better (by changing balance and other factors), to get the AI to act smarter, and try to tweak h
I mentioned my findings here: https://forums.elementalgame.com/409709 I actually made that post for the purpose of asking people if they also noticed anything similar. Knowing me, I might have made it too complicated sounding... Meh. Funny how the world works. You're forgiven.
I've encountered and diagnosed a strange bug. It seems that when I start building an improvement (like a study) in a town that isn't my capital, it somehow becomes 'linked' to my capital and other towns in a chain. It then inherits the population demand of all the towns in the chain. Population Demand Duplication: -Town 1 is my capital. It has a population demand of 10. This is the case because it the improvements it has built has a population demand of 10. -
The population demands are ludicrous. In my last game, which was on a larger map, I needed about 20,000+ people after conquering 4 different factions. For most of the game, I was unable to train new units. The whole thing of where buildings tend to cost more over time, if you can build many in a settlement, automatically applies to any buildings you manage to capture. I almost built no buildings throughout my game as the population upkeep was crippling as is.
I would say something awesome or cool, but I'm too busy playing the said new games to provide a proper reply.
I don't like the idea of having a cap on the number of buildings a city can have. If I want to make a research capital (lots of libraries) or a metropolis (with a little bit of everything), I should be able to do so. I don't want to run into a cap of buildings. That said, I wouldn't mind having the population of a city be tied to only that city, and not usable by any other. I can handle the need to build more houses in my research capital so I can build more libraries. In
I was wondering if you could add equipment that boosts the power of magic directly. I'm talking about magic staffs, wands, magical orbs, etc. Magic foci basically. Their effects could range from boosting int (thereby increasing the power of some spells) to other special effects (maybe the staff allows the user to cast unique spells). Don't get me wrong. Having a sovereign running around with an Elementium Karrazan might be impressive and all, but I find I don't use my s
I'm not sure if this has been mentioned yet. Could we maybe get a grace period where we can pick standard traits and not worry about selecting special traits? I find that many champions don't survive very well until I have managed to put a few point into constitution. It would annoy me if I had to choose between practical traits, and rare powerful traits at early levels. At later levels, I'm more willing to specialize. My other thought is this. The power of t
I'm not saying that the defense bonus is a bug. I'm saying the HP gap is the bug (atleast it should be). A unit at full HP outside the town should be at full HP after it enters the town, not after many turns of healing in the town.
When you place units in a town, I find that they may get increased max health. However, it doesn't increase the current health. Even if you send units into a town while at full health, their current health remains the same while the max health sky rockets. This leaves units looking like they were damaged. After the unit "heal" itself while in town, if it leaves, its current health shrinks to match the max HP. Returning the unit to the town does not restore the unit to its previous
[quote]+ Fixed Map Notifiers only placed for resources your faction can eventually tap (ex. won’t tell kingdoms about wargs) [/quote] Hey wait a sec. Does this mean we can't know about resources we might be denying the enemy?
Guide updated. The new stuff starts after the old stuff ends. [quote]So do you need help tracking down questions[/quote] Sure. I'm a bit busy as of late, but bring the questions and I'll see what I can do.
My next update is going to be a little late. I'm kinda busy right now.
*fixed* I replaced town with resource. Anyways, I'm going to do another update tomorrow. I'm just waiting for the questions to pile up. We should also have an update by then too.
Try the adventure part of the tech tree. From there, try researching "Quests" and the techs unlocked by it. It seems that every second tech in the line up increases your "Notable Location" rank by 1. I need to go do some checking into the matter.
Howdy folks. I’m DivineWrath. Some of you might remember me as the guy who wrote the TA 101 for GalCiv 2. Now, I’m writing up this guide for Elemental. Hopefully this will answer questions that might otherwise be asked a 100 times elsewhere. Let me be clear. This guide’s only concern is to inform new players (or confused beta testers) as to how to get started when playing the game, and try to answer questions regarding basic game play. This guide will not cover advan