Dxdiag: http://pastebin.com/CYSsDRfd Debug: http://pastebin.ca/1894073 Screenshot: http://screencast.com/t/ZWJhMWNiMDg My 3D graphics in Elemental are exceptionally blurry. Cloth map works fine. This happens during every game from start to finish, despite rebooting. Edit: This also occurs in full screen or windowed mode, and I've tried toggling anti-aliasing and bump mapping to no effect.
ikros
I think customization is important, but not on the art side. It's stats and abilities that are important to customize. I don't care if my custom faction has blue armor or red, I care if they have +1 attack or +5. In GC2 I've spent about 2 hours building cool little ships and 200 hours playing through races with different customized stats. Customizable art assets are cool but don't necessarily add longevity. So for the art/lore, focus on the 10 factions for now and leave c
Yeah, I'm not sure I would interpret that poll the same way. Even if I play my own custom race, I definitely want the other players' races to have interesting flavour, not just be identical stock races.
Here's one small idea that could be part of the bigger solution. The new Total War game, Napoleon: TW, allows an opponent player to take control of the NPC army during Player vs NPC battles. The first paragraph of this IGN review explains it: http://pc.ign.com/articles/107/1070234p2.html
Your receipt e-mail should have all the instructions. I'm playing right now.
It would be really interesting to have quests that 2 or more players carry out together. Following up on your idea of the dragon, perhaps one player meets the dragon and decides to steal the egg, player 2 decides to help get the egg back, etc... we could turn quests from something each player does on his/her own into story-telling function carried out together by players.
I'd like to see the list of possible triggers much expanded. Most of them should be combined with a degree of probability such that they only a appear a small fraction of the time that one of the following things happen: Hero has reached level X or acquired trait Y Relations with other nation have reached X Sovereign has reached X prestige Powerful unit X has been created Family birth/death/marriage/divorce has occurred X techno
Hello everyone! My suggestion pertains to the diplomacy screen. In the beta right now, diplomacy is done by opening your diplomacy screen, clicking on the nation you'd like to talk to, which opens another screen, where you can now make proposals and have them accepted or rejected. This is a pretty standard system, similar to the likes of the Total War series, Civilization, GalCiv2, MOM, etc. There are a number of problems with this system. (a) Trading for what you want
[quote who="red1939" reply="36" id="2468601"]Quick reply: No meaningless traits! For goodness sake +10%, +15% isn't a change! It's more like a flavor, than a real gain/loss for your character. If most of the traits will be number (i.e., percentage) based, than please, let 'em start from ~25%. This way, choosing a particular perk will have an impact on your gameplay, and won't be a worthless flavour. [/quote] I agree with this. Traits should create l
The options I find to be interesting are ones that confer both advantages and disadvantages. They add personality and can create interesting playstyles. For example: Cruel reputation: This man is feared for his history of gruesome and cruel deeds. Fear, as it turns out, can be a powerful motivator. -10% population growth (from immigration), +15% building speed, +15% recruiting speed (cannot choose empathy) Empathy: This man is unusually attuned to the feelings o
Referring to the OP, I'm not jazzed about the damage types. Frogboy, if you seek to make a spiritual successor to MOM, why would you take the essence of that masterpiece, the original assymetric magic system, and replace it with something generic? Granted, I don't have all the context of how this fits into the story or the gameplay. So perhaps I should reserve judgment and criticism for when I see it implemented in the beta. Maybe you have differentiated each magic type su
I actually like this idea a lot. It could create a number of interesting strategic dilemmas. Help player 2 get a resource and they might use against you later. So choose wisely who you assist! A word of advice unrelated to the idea itself: when posting your idea don't title it "awesome creative idea" or you'll elicist sarcastic, dismissive responses from people like Denryu that don't necessarily think your idea is any more awesome or creative than their own ideas, located within plain
I like the concept. The theme of greed, cataclysm and redemption reminds me of the Dark Sun series. I'm curious as to who the characters/factions are and what their motivations will be.
I agree, rivers on tiles is the way to go, even if it's just for the sake of modders.
When Frogboy says he's going to try a new take with continuous TBS, people complain that they want old-school turns. But when he says he's going to bring back great gameplay like that from games in the early 90's, they jump on him because they want something new. He can't win! [e digicons]:frogboy:[/e] How about we just let him make his cool game and then we can play it and give him feedback. [e digicons]:P[/e]
Yeah, the story said that they were just rumours, unconfirmed by either studio... it's a little early to get excited.... What I AM excited about is Elemental ;)
[e digicons]k1[/e] Great idea. I won't bother debating the details since we haven't really seen how the game works yet. But the broad concept seems promising.
I disagree. After years of living in Toronto, I am much more resistant to cold effects. [e digicons]:snowman:[/e]
That wiki post you (original poster) quoted implies neither of your possibilities. It seems to imply something like the system in Laser Squad Nemesis . First, the game is paused and you issue orders to units. When both sides are finished, the game plays out the orders for say, 10 seconds or so, then pauses again for more orders.
Great comments and ideas, guys. :)
A great example of continuous turn based combat done right is Laser Squad Nemesis . It offers the advantages of turn-based (lag not a disadvantage, time to carefully consider options, etc.) without many of the disadvantages (long wait times while the opponent carries out their turn). I would be ecstatic if the team could achieve this level of depth in just a sub-component of an already great game.
Welcome! :D
Even after playing this, I still have no idea how the economy works. It would be nice to have more calculations shown in the city/empire summary so that I can know what's going on and how I can change it. Specifically: -What does food do? -How do I improve population growth? -What determines city revenue/cost per turn? -What do caravans do? -What determines how many buildings I can build in a city? (Apparently I can only build two structures per city at the begi
Rishkith, it sounds like you agree with the environmental damage but disagree with the specific example. Am I right?
I think it would be great to see terrain effect battles in two ways: 1. Terrain within a tactical map can be used to specific advantage. Example: forests offer defense from arrows and cavalry charges a la the total war series. This adds another element of skill to the tactical battles themselves. 2. Topology of the tactical map should confer general advantages. Example: in arctic terrain, fireballs should have reduced damage and area of effect, but ice magic should do more dam