Annatar11

Annatar11

Joined Member # 2632777
30 Posts 3,372 Replies 28,704 Reputation

Had a lot of fun with the demo as well, can't wait for the final game. Still debating if I want it on my 360 or on the PC. It's not quite the kind of game which requires very precise aiming (yeah there are headshots, but the Transformers are big and there aren't huge sniping distances like, say, Bad Company 2). Did you guys notice also where it says that when you level up all classes to max level you unlock Prime mode? That's gotta be fun. From the demo, I loved the soldier. The Scout

21 Replies 70,091 Views

I remember bringing up making a sort of "paperdoll" inventory system as is traditionial in many RPGs, which would show your unit's 3d model and have equip slots in the appropriate places (like next to head would be a slot for a helm, hands would have 2 slots at each (one for armor like wristguards and another for weapon/shield, legs would have a lot for pants, feet would have a slot for boots). Stuff like that. Then when you hover your mouse over an item in the inventory, it would highlight w

3 Replies 994 Views

[quote]annatar you could change the food income system as well, to support a food to population mechanic and not a food to house mechanic. the main reason against the current system is that houses upgrade, providing more room for population while not consuming more food, this doesn't make any sense at all.[/quote] So, instead of suggesting that since the Hut > House upgrades doubles population to give the upgrade a food cost, you'd rather scrap the whole system and make a new one f

11 Replies 9,721 Views

I'm gonna guess this is more of an oversight of the exploitability of the archer attack. I'd bet it will be changed that the monster becomes hostile after the first shot and moves to attack your archers.

4 Replies 2,303 Views

[quote]The current interface is perfectly suitable to handle this. When you select a town, there is a bar on the lower right of the interface. This bar fills up when the population grows, and when it is full the town grows a level. It also shows an icon of a house, displaying what the current maximum population is due to housing. And a mouse-over shows you the exact numbers, for instance '27 people, 100 needed for next level, capped at 82 due to housing'. It wouldn't be very difficult to add

11 Replies 9,721 Views

There will be such a feature when modding/mapmaking rolls out, they talked about it before. Basically you'd be able to create a "stamp", which is an area of a map (like an island), and then these stamps can be distributed through the mod system and used in random map generation, so some maps will use that particular stamp that you made/downloaded. We won't get to see the implementation of this for a while longer, though.

2 Replies 729 Views

[quote]What strikes some as annoying 'micromanagement' can be fun strategic decision making for others.[/quote] While this is true, I really don't know how having to move units to adjacent squares to give them stuff can "fun strategic decision making". You either move your giver to the receiver, receiver to the giver, or meet half way. That's about it for the "strategy" around item trading this way.

16 Replies 1,628 Views

Hrm, I can see it being good to have for quick-use of consumables you find. Can't say I have any argument against that. I agree with you that item micromanagement should be kept to low levels, and I pitched a global loot system not too long ago where you wouldn't have to physically trade between individual units, instead all the stuff you found went into your kingdom treasury and you outfitted all your champions from it, but that was shot down. Doesn't really relate to your post, but

8 Replies 1,783 Views

I much prefer the new one. It's less "in your face". The old track is good, but it doesn't really belong on the main menu. It'd do great as an ingame track, though.

9 Replies 6,781 Views

[quote who="Nemesis7884" reply="63" id="2656684"]erm...i still dont understand what the result of that will be - my population grows slower but on the other hand i get female soldiers - = i get more soldiers for the same costs, or produce em faster or? [/quote] The result is mainly that people who want to see women as fighters get to see women as fighters. Before beta even began there were threads on the forum requesting it.

134 Replies 481,761 Views

It will be in the Elementalopedia with the unpronounceable name when it goes in, but at the moment nothing. Beta 2A put in a little bit of it if you hover over the breakthroughs in the main research window, tells you what breakthroughs it leads to, but that's it.

1 Replies 2,792 Views

[quote] So I propose changing the mechanics a little. Farms will still provide a food production capacity rather than an actual amount of food per turn. This can be an abstracted number like it is now (so 1 food point feeds # people), but I would prefer it to be 1-to-1. Added benefit is that a % increase in food production at the farm (from technology, champions or magic) gives an equal % increase in maximum sustainable population. Remove the food cost from houses, let me build t

11 Replies 9,721 Views

I actually think having the Equip button on that popup window is more unecessary, if you consider that you'll only really use it when you find an item with a character that doesn't have anything in that slot already, or that you know for sure the item is better than what you currently have equipped in that slot. This is fine for tiny games. As the game goes on, however, the button will see virtually no use because everything you find must either be given to another character, or compa

8 Replies 1,783 Views

[quote who="KellenDunk" reply="3" id="2656243"] Quoting Impulsivity, reply 2 still it was an issue before, trying to chase them. i am sure they will get something that works out in the end. I'd like it if your character was within a certain range, could be a hard value or it could be your move value + a few to be able to shout to the guy, "Hey you!" to get his attention. He reacts based on how he feels about you. He can either begin moving in

10 Replies 4,270 Views

Yep, there should be a stat display for these units somewhere. A few of the derived stats (like attack power, hp, etc) show how they've been modified by the base stats if you hover over them, but not all base stats are listed this way and even if they were it would be cumbersome to hover over everything.

1 Replies 539 Views

If 2 puppies cost 5 essence, then by having 3 essence to spend you should really only get 1 and 1/5th of a puppy. In all seriousness, this is I believe how essence-related quests should work, even if it is a bug. Otherwise limiting quest options because you're a point or two short isn't that great. Maybe if quests had more options in general (like several ways to help) it could be absolute, but when your only options are "Kill" and "Help", shutting out "Help" and forcing people to kil

3 Replies 1,626 Views

[quote who="asalter" reply="57" id="2656600"] quoting post + Offset single-tile improvements appearing when cities update have now been fixed. Once and for all. For all time. To never break again. Pre-emptive strike - Brad was quoting my checkin changelog when he said the above and I honestly thought it was the truth when I said it...but it's not. They are still broke. Hopefully they'll be

134 Replies 481,761 Views

[quote]tree might take place but it is faster than moving the window manually[/quote] To expand on this, consider this example: You just founded a new city, and you want to move some defenders from one of your existing cities to the new one. A well designed empire tree, like Sins' - and again note that Elemental's is currently the first iteration and is very basic so it doesn't fall into this yet, but we've been kind of abstract anyway - allows you to quickly find the cit

73 Replies 43,259 Views

[quote]I'm not "currently" a Developer, but back in my UO days, we OFTEN gave players Multiple Ways to do the Exact Same thing. An example I can use that I think most old school UO players would remember would be some of the spells that could be cast with "Necro-Tokens". When I was told to start laying down the groundwork for the token-book system I asked "What kinds of spells should I be thinking about making?" and I was told "Just copy the effects from some of the other classes current spel

73 Replies 43,259 Views