Wonderful list, thanks ! One suggestion - the at-the-moment very bland spell list has been mentioned. Might I suggest that not only the spell list is revamped, but also at least troop, respectively weapon types ? Reason: The memorable fantasy 4x games (for me MoM and Fall from Heaven 2) seem to succeed by supplying very dramatic, game changing magic. Which is good, since magic to most people should be very powerful. But to make non-magic strategies work, the troops have
GroWi
Very nice post - if I may I'd like to add my two cents. Had been thinking about posting myself, but far shorter - this game lacks severly in variety. If I read your list, most (not all, but most) of your points can be boiled down to a huge lack of variety, or strategic options. Thanks for being so elaborate about it - drives the point home very nicely! Similar to you, the situation reminds me a lot of GalCiv2. There it got somewhat better with the expansions. But really, this game
[quote who="Voqar" reply="8" id="2740440"]That was an excellent review - well written and a great read. I agree with it the same way I agree with detailed criticims. [CUT] There is not a whole lot about Elemental that isn't derivative [CUT]. Even if Elemental was the most innovative game ever, that doesn't mean it deserves praise when it's released in an unfinished, unbalanced, and buggy state. People need to stop making excuses for this
[quote who="Tophat1812" reply="59" id="2741518"]Tom chick's review was brought up in the forums a week plus ago in another thread. [/quote] Actually, no. That old thread was about the first part of his 'Game Diary', taken by forum members to be a review. The link this thread refers to is the actual review. Also, even in the game diary he raised more points than just math.
Ah, I am an idiot - looked in the wrong folder ! Zip is here: http://rapidshare.com/files/414674297/Elemental1_00-2010-08-23T18-54-13-202.zip Campaing autosaves are here: http://rapidshare.com/files/414674298/Campaign.7z
A short list, some minor SPOILERS: Started the campaign, everything went fine up until I got my first city. When I was in build mode the first time, the view did zoom out again, but stayed in the same angle as in build mode, that means watching straight down. Might have been produced by me accidentally moving my mouse wheel a notch while in build mode. Still, I continued to play. Screen on world map (and cloth map) stayed in that position. Second problem -
Ah, thanks !
Hello Everyone, something weird - I have participated in the beta since beta 2, reinstalling now and again (which sometimes removed residual bugs from previous versions). Last time I played was a few days ago when the current pre-day 0 beta was published (beta 4). Now I just wanted to install once again. The only problem is that Impulse suddenly tells me my registration is not valid. Requesting my registration info via the webpage I received all info (GalCiv, SoaSE etc.
[quote who="Wintersong" reply="27" id="2720504"]So... the review is based on a Beta build? Without mentioning that it's based on a Beta build? I suppose that the game will have its... "features" in Gold version but hopefully not many. And Day 0 patch should be great.[/quote] Not sure if it is the Beta. He is a professional, so my guess is he got the gold release.
For those who do not know who Tom Chick is: https://secure.wikimedia.org/wikipedia/en/wiki/Tom_Chick In short he is a professional reviewer who doesn't seem to be afraid to state if he doesn't like something. He endorsed elemental (a little ) before: http://fidgit.com/archives/2010/08/civilization_v
No clue if this is what you had in mind, but I am currently getting to admire Frozen Synapse. Indie game, still in beta but can be played in multiplayer. Think simultaneous turn, very fast paced tactical game with neon graphics. Currently I feel like I am getting hooked.
Version 0.295 No screenshot - could not get back into elemental after alt+tab to get to jing - but position was directly at the coast, together with a goody hut on three empty spaces, surrounded by mountains on all sides. Sovereign could not get out of there. Seed:1267814919 Cheers, G
As stated in another thread I notived that my graphics card driver was not the version it was supposed to be. But problem persists even after correclty installing the newest nvidia driver. Cheers, G
Ok, addition - after posting the debug.err I noticed that the version number of my graphics driver (Nvidia) included did not match the one it was supposed to be. Complete cleanup of the driver, installed the new one. Sadly, the game currently lets me win quite early - will post again if problem appears again. Cheers, G
Ok, one more to add to the list. Same thing happens to me, random crashes to desktop without any error message, somewhere between 5 and 45 min into the game. This is the latest. http://pastebin.com/WT3stvMp Cheers, G
Menues overlapping existing ones lead to the words of the underlying menu shining through. See screenshot below. Also happens with the option/save screen inside the game. OS is WinXP32, SP3. Graphics card is nvidia GTS250, drivers have been updated to the latest WHQL-certified reference driver start of the week. Cheers, G <img src="http://content.screencast.com/users/SureWhatElse/folders/Jing/media/856f5213-c420-4cd1-8bff-67cd598df25e/2010
Another idea - make the minigame tactical battles, randomly generated, between players as far as possible. Of course, with an uneven number of players waiting one has to fight the AI. And if you want betting - make it a tiered tournament, with beaten players being able to watch other duels and bet on the outcome (with a small percentage going to the tournament winner). If the tournament lasts longer than the turn of the currently active player, continue if the player whos is on next is alread
Hey, just a few short comments - I should do some work. [quote who="psychoak" reply="348" id="2532513"]One could say the same to you regarding ID. God having to be created by something is a non-issue. [/quote] One could say that, sure. But admitting that one didn't read and/or understand my post isn't a valid point. The difference (and something many people fail to see) between evolution and ID is that evo doesn't say anything about o
Good evening (from my point of view). [Edit: Removed typos, cleared some stuff up. Also, I point out problems on both siedes of the fence. Please bear with me, I am a little tired] If I may participate ? Feeling a bit bored at the moment, and I guess sharing some thoughts of mine might be ok. [quote who="Agent of Kharma" reply="90" id="2483611"] If you want to make an appeal to authority, fine. But then you also have to bow out of the debate,
[quote who="Tasunke" reply="98" id="2432334"]I think I have heard some-where before that options break the development of a game (even past its initial release) its good to have a fair host of options, especially linked to Map-generation, AI, and victory options, but too many internally game-changing options seem to water-down the "feeling" of the game imo. It would have the potential where your not really certain what your playing. I would prefer the Launch-v
[quote who="Tasunke" reply="95" id="2432301"]Yep, Red should not simply disappear after the first time it shows up ( a chance to dissapear, yes, but not a guarantee) instead it should *maybe* stick around for a few discoveries, and then dissapear ... and *maybe* show up after a few more discoveries. This way it is rare and yet not "I HAVE TO GET IT" also its not "eh, I can wait n it will still be there"[/quote] Sounds about right to me. Or add a small timer... tech gone in two...
[quote who="kirkbays" reply="46" id="2431423"] I think this and the 'too hardcore' fear is a pretty important issue. Ultimately the goal is to make a game that is fun, but different people enjoy different things. In order for the game to have broad appeal, it needs to be simple, streamlined and user friendly enough to pick up and play without a steep learning curve. Most people won't want to spend hours optimizing a resource distribution network for an iron resourc
[quote who="Climber" reply="76" id="2432094"]I like the new OP tech system! Generally speaking. 2. I like to make RED only appear once (or have no chance re-appearing until 5 breakthroughs later) in the tech tree. This means if the gamer decided not to take it this time, the gamer has made a conscious decision that will have a lasting effect on his game. Afterall, rare tech should only have a limited window of opportunity be researched. <br
Ok, while I am not in the beta (yet), I'd still like to add my two cents. Infinite techs - ok, only not-so-great-thing I see is that they will be auto-generated (basically that is their definition), so most likely they will be not so imaginative/mindblowing. Given that they will most likely only show in very large and/or long games, not a problem and certainly better than the alternative. So, I like it. Random tech - awesome ! This should add a LOT of variety to
Oops, I didn't make myself very clear. IMO, a ranking system would not necessarily play a part in a game setup. Make it optional, so that 'any rank' games exist, but also games for low rank or only high ranking players. More or less just as an optional feature. But even if there is no button in the game setup to limit ranks, a little info besides the server about the ranks of already participating players would make things a little less frustrating for newcomers. Edit: Idiot that I am