On the tactical combat system: I have to emphasize it's turn based, it isn't real time and there are no plans to make it so, at the moment it's ok but fairly shallow which is a pity. However it does seem post 1.1 stardock plan to work on that, but psychoak is correct don't expect Total War type combat they toyed with realtime early on but it was dropped long before release in favour of turn based combat which many of us (myself included) thought was more appropriate in a turn based st
econundrum1
Actually I think the point of his post was he they wish to reward those who have already bought the game and suffered the release problems as well as encourage new people to buy it. anyway 1.09e the current version is very playable and pretty stable on most systems (very stable on mine) there is plenty of fun to be had, but the 1.1 changes are really going to improve this game no end. I play the game now as is whenever I get the chance, at the moment it's a unique and interest
Any chance of a slightly bigger screen shot I tried blowing it up in gimp but the resolution isn't there to see it very clearly. Anyway sounds good really looking forward to 1.1
Just to add, I love the dynasty stuff too, I'd like to see it given more importance which I think will happen in 1.1 I also love the cloth map and the pewter minature look of the units on it. I like the idea of champions but I think they need to be made more interesting and certainly the changes to their special abilities and how they work post 1.1 should do this (oh and more forsaken champions please). Also I love who tech research is handled though I think the differ
I agree shards should be more important, but 1.1 will make them so in it's own way. I also think shards should be guarded by elementals of the correct type which you should have to defeat before you can build on the shard.
The graphics style is a big plus for me, don't change that (though I don't imagine you would at this stage) I like the unit editor certainly keep custom units, this could be enhanced obviously bu balancing weapons /armour, etc and allowing players an option to turn of predesigned units if they like designing their own (it can be a pain deleting pre designed units). I would also say the unit editor could be enhanced by allowing the player to choose facial features and hair as they can
I can say I'm having a great deal of fun with the game in it's current state, it's still a bit of a rough diamond in need of a good polish though. That said 1.1 is going to change the game a lot so you might want to wait until that's out, it's not that I think you won't enjoy it as is, just that so much will be changed in the near to mid term future.
Banishing circle is probably the best term.
[quote who="Murteas" reply="8" id="2808191"]This is perfect. Simple to use, yet makes the logos consistent with the vanilla ones. [/quote] Thanks that is what I was aiming for, I may try my hand at a few other useful little utility scripts for things like this. I'm thinking of extracting the various animals and symbols from vanilla logos as brushes that can be scales, etc What I'd like to achieve is a really good water color script to conv
I don't think I'vw had a starup crash since the second to last beta, a few in game crashes but not on startup.
[quote who="Heavenfall" reply="5" id="2808061"]I'd much rather they just worked on more monsters/mounts/units to be honest. A creature creator is a huge undertaking (hell, it was practically half of spore) and I don't really see this ever being implemented in a game after release. [/quote] I doubt they would ever try to implement something as complex as spore. What they could do is a couple of basic body types e.g. Quadriped, biped, etc and allow you to add parts (inst
Well there is always blender although you do need some skill, unlike spore creatures are generally not made out of parts in Elemental, they consist as has been said of a mesh, skeleton, texture map and animations, this is the same in almost all 3D games. They could create some parts for a creature editor on the same basis as the unit editor but with parts that look like creature parts instead of armour and weapons of course but I don't think it's currently planned.
ok if you download it again, I've improved it. The new version creates a top layer to paint on which is transparent to start with so just paint on that no need for a mask.
ok here's one example, no more time now I'm afraid. Notice the mottle can be adjusted this is about 85%.
What I normally do is select the black background with the magic wand then do add mask from selection with invert ticked. I'm not the hotest on this myself though haven't been using gimp long. But that seemed easiest to me.
Hi all, for those of you who use Gimp I created this fu-script for creating the backgrounds for elemental logos. to use it drop it in your \Gimpxx\Script folder and do Filters->FU-Script->Refresh Scripts from inside gimp. Now go to file->Create->Elemental->Elemental Logo You can play with the type of background e.g. solid, Horizontal or vertical halves or quarters, set two base colors to use and determine how mottled the background is (this optio
I personally think the current version 1.09e is certainly fun and worth playing, that said some of the changes in 1.1 will change the game a lot for the better I think, so really it's up to you.
I very much like the idea of allowing a player to deploy his units in a deployment area before battle starts. Bigger battle fields is also a good idea, but it should scale to the size of the armies. I agree also with the idea of limiting archers ammo per battle, but I think that might be harder for them to put in.
Bindable shortcut keys are not in my opinion essential, but they are certainly a nice to have and shouldn't really be a huge effort to add. That said as a nice to have I don't think they should try to squeeze them into 1.1 at this stage, but they would certainly be welcome in a future patch.
Yes while this was pretty obvious to many of us I suspect it's because we use many PC applications in addition to games, and it's kind of obvious and a common symbol to someone who does. But of course someone who only games on their PC and isn't to familar with desktop applications might not see it the same way. Stardock make a lot of desktop stuff so this would have seemed natural to them.
It looks like it was caused by poor error trapping of the new code that sets the map size on when you load a map e.g. if it can't find a matching size it falls over rather than handling it gracefully.
All the listed changes sound highly positive to me at least in principle, the hard part will be in balancing it all correctly. Which is why I'm glad you aren;t rushing 1.1 too much. Mind you since I'm likley to become a father next week I may not have much time for playing for a while.
[quote who="otakucore2" reply="8" id="2793456"]Hostility? Apathy, maybe; but there's no hostility here. [/quote] So you feel apathy towards Elemental but not to the degree that makes you too apathetic to want to share it with us. Not sure what the real point of your post is. You don't feel like playing elemental so you go do something else. This kind of reminds me of people on twitter who post things like; "Sleepy, had a sandwich, scratheched head". Always wonder wh
[quote who="trigorin" reply="13" id="2791927"]A quick question: when do you plan to solve the CTD problem has been experienced since release while entering map editor trying to make a tactical map? [/quote] Have you reported it in the support forum and provided the error files they need to investigate? If a particular crash has only been experienced by a few people, it's possible they don't know about it or that others have mentioned it but not provided the information needed to
Yes once initiative is in you can have all sorts of talents, spells and technology to boost it.