Oh that's good to hear. After the release of Civ5 I haven't bothered with modding / playing Elemental so that slipped past me.
Xadie
I have to make one HUGE request: bring back the mod directories. The idea of modular modding is great and all, so leave it in. But why oh why had the mod-directory to go? For Total Conversions it is so much easier to have an isolated xml base. Just look over at Civ5 - it is such a mess and work to disable all the stuff that's in there to setup a blank modding base to get you going. So overall it would ease the creation of TCs and also would make it easy to creat
Bug I found: should your channeler be on a ship and cast teleport then you can place the ship on land rendering it immobile (you can't even disband it).
I agree on everything the op wrote. Overall 1.1 is the first step in the right direction, but still a lot to go. So, basic Magic system: fixed Still open: - general balance (a little bit better now but still overall totally off) - revamp adventure and diplomatic tech tree (either useless or "un-fun behavior") - AI! AI!! AI!!! - Tactical Combat as a whole!!!!! (starting from the unit design possibilities, combat abilities, spells affectin
games I currently play: King Arthur (awesome TotalWar-like game) M.A.X (great turn based wargame)
M.A.X (1) was an awesome game! Would be fun to see an adaption of it in Elemental, but we would need a hell load of of new graphics....
[quote who="charon2112" reply="4" id="2748050"]Probably forever. They're still updating Galciv2 and that's five years old.[/quote] hm? last update on galciv2 Twillight is from 8/9/2009. Brad just said that he MIGHT tinker a bit on GalCiv2 AFTER Elementals critical phase - and who know when that might end! I wouldn't call that "still updating". It is more likely that after Elementals life cycle (lot of updates, content upgrades, then around 1-2 expansions)
I second that! It is really barely recognizable.
There are administration costs that raise with the number of cities, but so far they are fairly low.
1. Tactical Combat! 2. Tactical Combat!! 3. Tactical Combat!!!
[quote quoting="post"] 1. In September we will release v1.1 which will be the first major revision to the game that takes into account the feedback we're getting from players. This will be a pretty substantial change. In particular, character creation, magic (think, shared mana pools), [/quote] Hi Brad, thanks for the update! Just a quick question: What's about tactical combat? When will you guys tackle that on?  
>> This is what concerns me: So be ready, this is how I see it. >> 1. Is the game entertaining and fun? Currently... not really. I have the game since monday and it allready lost all it's magic. It's like I have seen everything. Today I played 3 games on a large world with 6 AI Opponents on Hard, with pacing settings on epic (slow research). Took me in the first 2 games about 200 turns (~1 1/2 hour) and the last one I could finish in 150 turns (about 1 hou
[quote who="Lord Nova" reply="5" id="2733241"]Here's what I remember in Galciv2 When if first came out, the units would take turns in their attacks. This lead players to build cargo ships with lots of weapons and attack first always allowing them to win (cargo ships only have 1 hp, but it didn't matter cause it would demolish the ship it was fighting so it never had a chance to shoot back) Now ships attack at the same time <br
By any chance did you played as one of the fallen factions or is your champion/sovreign a fallen? If you still have the save game load it, select the hero and then Trade Items, there should the Armor appear! Now you can trade it on someone Non-Fallen and in theory he/she will be able to carry it. I had this problem as well with a Wraith sov.
you find confirmation in the CoreDifficultyLevels.xml File in your game directory \data\English\ - there it is written that from difficulty level Challenge and above the AI plays on full level. On Challenge it just gets a slight Gold bonus but apart of that no further boni.
Hex or squares - just a matter of taste. No real benefit for one system or another. Question: Good tabletop with squares? Answer: BloodBowl. Played and enjoyed since 1986 up until today :-)
[quote who="Mtn_Man" reply="21" id="2738360"]Quoting pexx421, reply 4I never did like the fact though, that in fall from heaven two, your stacks square off, and randomly chooses which unit of yours fights which of theirs, and you lose your nursed heroes and powerful units without having much say so. That sounds frustrating enough to suck the fun right out of the game.[/quote] And also so wrong. The pick is not random. It will always will take the best unit with the highest cha
Go Fall from Heaven all the way. The AI is just as bad. Everything else is better.
[quote] Listen, this is a turn based strategy game. You're lucky that there's tactical battles at all. Most TBS just calculates a die roll, you see an animation and that's the battle. The last thing Elemental needs is to have tactical battles turn into some over complex 'Final Fantasy Tactics' thing. Please Stardock, do not over-complicate tactical battles. They should really be for eye candy anyway, GC2 and Civ are just fine with no TB...I think people are forgetting they're playin
[quote quoting="post"] I'm as big a critic as the next at Elemental's failings, but I think it's a fun game and I personally find tactical battles a real joy. They are simple but exciting, and I often find them challenging. I'm the kind of player who will never understand every system in a strategy game perfectly, so maybe I'm who Normal difficulty was made for. In other words, I'm not one of those hard core strategy gamers that wants the game to be super hard and much more complex.<br
same here
[quote who="RooksBailey" reply="69" id="2735585"]Surprisingly, the mechanics found in the freeware game The Battle of Wesnoth are superior. [/quote] Yup. I follow the game development since years and it is so awesome what some people pull off in their free time. Especially as the mechanics are so lean and clean following the KISS principle to the letter but yet the game is quite deep and rewarding to play.
Move points (action points) tells you how far the unit can walk on the map. Combat speed tells you of how many actions the unit can take during a combat round. So they are different stats and no real linkage to each other.
[quote] Stardock Response: Thank you for posting a very thoughtful and detailed critique of our new game. Below are some of our responses to this in an effort to encourage others to take the time, as you did, to make concrete suggestions for the betterment of the game. 1. We like your concept you propose in which players can choose to give the city a special slot to build a special improvement. 2. The guardian creature you receive is based on city level.
[quote who="rossanderson48" reply="33" id="2733839"] I'd also say after reading the OP's post that he's more into Multiplayer than single player. Everything he talks about lingers toward multiplayer fun and balance.[/quote] You're wrong about that. I actually play 4X games exclusively against AI as playing against humans is way too hard to maintain and the effort you have invest for keeping the match going becomes tedious quickly as a single match just takes so much time