[quote who="goodgimp" reply="38" id="2682147"] Quoting Frogboy, reply 21 Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on. The tactical bat
Bellack
[quote who="Frogboy" reply="21" id="2682047"]Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on. [/quote] Please ...please ....please put Tactical combat as an option in MP otherwise it would
[quote who="Gorstagg" reply="13" id="2682027"] Quoting Frogboy, reply 8 All the ones in the official list at least. But I think we need twice that many. I'm guessing this was in regards to spells. Yes, you will Need a LOT of different spells. An example of spells/powers that may be inspiring is 4th edition powers, for all 26 classes. Each power in a sense functions as a spell, in that it's an attack of some kind o
[quote who="Austinvn" reply="77" id="2681304"] Quoting Annatar11, reply 75 It's also not quite accurate. Strictly speaking, a melee sovereign who only raises melee stats will be able to cast much fewer spells per turn (and not even all spells due to having low essence) while a caster sovereign who raises his INT/Essence scores will not only do more damage with his spells, but be able to cast more per turn (and more mana in tactical battles as well). So while the me
What would be really nice is if the Random map generator could use alrady created maps in it's rotation of picking out maps. So lets say if I had downloaded 30 custome maps from the modders I would love to have the random map pick from these as well.
[quote who="Saije" reply="67" id="2681245"]I like the Essence = Mana Cap Idea... It was always intended and it fits perfectly. Now if you want to play a caster sov your faced with a choice. Use an overwhelmingly destructive spell at the cost of your essence, or tone it down and use weaker spells so your mana can regenerate. It doesn't make playing a casting Sov impossible and boring as some have stated, nor does it destroy the purpose of Essence which is made very clear.
[quote who="C0LDsteel" reply="64" id="2681185"]In the past there have been plenty of games that have offered powerful modding tools. Yet, many of those simply failed as modding platforms and no real modding communities ever sprang up around the games. Why? Two things: 1) Lack of decent modding documention provided by the developers. 2) Modding tools were offered that only the most technically savy could ever figure out how to use without documentation. A good
[quote who="Raven X" reply="69" id="2679943"] Quoting ddd888, reply 65 i dont tbh never found a combat more fun based on how many units there were but ofc my opinion like yours is based on assumptions since we have no clue bout elemental tactical battles maybe in here it would be fun, who knows My honest opinion, the Total War game's battles are a LOT more fun when you have bigger armie
[quote who="Denryu" reply="31" id="2679376"]I am very happy to hear that tactical battles will follow a MoM like model, obviously with nice 3d graphics and the terrain modifiers as a nice plus. Hopefully be trying this out this thursday p.m. - do I have any sick days left for Friday off??? [/quote] You probably won't want to take Friday off if they release it that day because you may run into problems with the download or they mey download lat etc. The day you want to take off w
[quote who="tesb" reply="2" id="2679220"]always those small screenshots that can't be made larger [/quote] It's to tease us. Or make us blind: )
[quote who="Icepick" reply="80" id="2679452"] quoting post Our standing policy continues to be that we won’t sacrifice the single player experience for multiplayer. That is, if we want to have a cool feature in single player that would de-balance multiplayer, we’ll just disable it from multiplayer rather than not have it in the game at all. As an old school gamer (@37), I purchase ga
[quote who="_PawelS_" reply="67" id="2679196"]Of course turn-based combat can be done right (examples: Age of Wonders series and the new versions of King's Bounty*), or boring (example: Disciples 3). I'm curious how good it will be in Elemental. *No, I'm not Hortz [/quote] If it is anything like AOW:SM then it should be good. Kings Bounty was fun but I would not want the tactical combat to be like it.
[quote who="marlowwe" reply="63" id="2679176"] Quoting Austinvn, reply 61 Edit: Sorry for double post, should've included this in the first one. I'm not arguing for Elemental to change back to realtime combat, they already tried it and decided on turnbased; just making the case that if done right realtime combat can be as strategic as turnbased (and not the reflex-based clickfest that 99% of RTS games unfortunately turn into). The "clickfest"
[quote who="_PawelS_" reply="57" id="2679081"] Quoting SteelFin, reply 56 I wouldn't want a click-fest either but turn based combat seems like a bore-fest to me. There are happy mediums. No turns but allow players to pause and give orders for example. It is just my opinion that battles shouldn't be as relaxed as the rest of the game. What's so boring in turn-based combat? It's just you making decisions. If the battle is too easy, you can reso
[quote who="SteelFin" reply="56" id="2679070"] Quoting Bellack, reply 41 God I hope not. I would really hate to see any RTS elements in the game. With two exception I hate click-fest which most RTS games turn out to be. Exception being: the Homeworld series and the Total War series. I wouldn't want a click-fest either but turn based combat seems like a bore-fest to me. There are happy mediu
"Acquiring resources. Similarly, forcing a player to snake out to build a resource (OR be forced to spam cities) in order to make use of various resources IS NOT FUN. Instead, players will be able to simply select a resource and choose build if the resource is in their territory. This not only “gets things moving” but also makes your area of influence matter more (since bigger cities generate a LOT more of it)." I like most of what you said except this. Please
I choose A with an option to store resouces for a rainy day. This makes resources more valuable and gives the incentive to capture and keep resources.
[quote who="Annatar11" reply="31" id="2678870"]Well, XML isn't a programming language.. it's just a bunch of tags for different attributes of the units/spells/abilities/research/improvements/quests/etc. Given that SD doesn't have a special GUI for manipulating game data, I'm pretty sure modders will have to work with the XML files too. Some stuff of course will be in the game editors, but not creatures/units/spells. [/quote] Damn that is not good news. I was
Will the Game Editior allow us to create creatures/units and spells and such without having to learn a programming language?
[quote who="SteelFin" reply="22" id="2678523"]I am not a huge fan of turn based combat but I am drawn to the game so far even without tactical battles in. I do wonder if the idea of a slow paced real time concept is still being considered as I thought it was once for combat. I am thinking of something similar to star wars empire at war on the galaxy map where the game doesn't wait for an end turn but moves at a pace such that the user can make decisions and give orders. [/quote]
[quote who="Tyrrell" reply="13" id="2678477"]You don't like tactical battles yet you like MoM. I'd assume that you weren't then fond of the battles in Age of wonders or Age of Wonders II or else you wold have mentioned them (That's a honking big assumption I realize). They seem to be very similar to me. So, going further down my path of unwarranted speculation The access to two quite similar tactical battles, one which you're fond of and one which your not, should make it a
I have a request about multiplay. If you put something in Single play that could be interprited as "unbalanced" by some anal balance freaks out there, could you please still have it in multiplay but just allow it to be disable by us. There are some of us out here that want to multiplay the Single player game no matter how "unbalanced" some may precieve it. Thank you. I just started playing the beta recently and it is pretty good so far except for the game crashing every few minu
[quote who="John_Hughes" reply="68" id="2675024"] Quoting Tormy-, reply 66 Quoting Paul Foegle, reply 65i am not sure if this is relevant but what about certain monsters creating/settling/taking cities. i love the idea of chances for monsters of various types forming armies. this i think gives rise to possible monster heroes or leaders. I think that this has been suggested already, but either way...I really like this idea!...more gameplay features
[quote who="Shadowgandor" reply="40" id="2672908"] quoting post In GalCiv, minor races were pretty much at the mercy of the player. Oh God...the memories...THE MEMORIES! One time, a Minor Race spawned and basically took a random planet from every race, taking all technologies with them...I was a heavy researching race for extra income. The other races basically spread out in the war section. <br
[quote who="Peace Phoenix" reply="8" id="2672452"] I don't see the logic behind not letting them expand though. Major factions expand, minor factions stay at home. That the only way to different majors (those who want to to influence the world) from minors. [/quote] Minor factions should at least be able to take over cities. I would perfer if they could expand.