[quote who="Twohawks" reply="22" id="2782111"]We tried the route suggested by the OP, and it was the general consensus that it was not fun.. while I support changes I do not think taking a step backwards is the right idea. especially with some of the other changes we have had. Honestly right now the old adage "to many cooks spoil the soup" comes to mind way to often for me when I think about all the changes made and in consideration.. Change is not always good. I think we need bab
Rishkith
[quote who="Frogboy" reply="72" id="2779227"] Then why are you here?[/quote] Still holding out hope that you learned enough from the disastrous launch to start caring about us, the customers who paid for your product. and since I answered your question, I'd like to ask WHO you are making games for?
Yeah, the city founding change game with the whole "Global" fad Frogboy had going off on how this is a game not a simulator. The baby was thrown out with the dirty bathwater in a lot of ways.The idea was that the Sovereign wasn't supposed to be out roaming around all the time and would want to be parked in the home city for many turns (see how well that worked, eh?). So they made it that he wasn't needed to found cities. But then you needed him to roam around and recruit heroes and fa
That is exactly what I'm afraid of Goontrooper. MoM avoided this by having Global mana and a mana stat on characters. The heroes mana stat was only used for tactical battles and all major spells were cast from the global pool. The last "Global" implementation which created the system of crazy city spamming, identical towns and no strategic placement to cities has left a sour taste in my mouth for when Frogboy gets excited about his next "global" craze. Global mana pool
It sounds like heroes are going to cast directly from the global mana pool which is exactly what this game doesn't need. Basically you'll have a whole bunch of heroes as mini-sovereigns and never need to risk your sovereign again. Using the sovereign needs to remain a significantly better magic advantage than heroes. If imbuing too many of them becomes an issue I'll just single shot them out each time one dies. <p st
[quote who="Frogboy" reply="8" id="2777246"]Basically, we need to move away from buildings that conjure resources. It needs to be about converting 1 resource to another. Food was chosen because you are seeded with a fertile land nearby as well as a gold deposit. If you have a resource that doesn't have some cost associated with it, what happens is that the route to victory becomes about creating as many cities as possible without regard to any strategic placement or considera
Global mana pool is a good or bad idea depending on implementation. If it becomes a "global stat" like used in the economy then it is a horrible idea which will make all your spellcasters identical and you'll have annoying hero spamming. If on the other hand it is used like MoM and heroes retain their own spellcasting stat while the sovereign boosts them global pool then it will work well.
[quote who="MrCapitalG" reply="41" id="2777259"] This means nothing to me. This is stuff that should have been worked out in development and testing. I am a CS major and no, I'm not going to waste my time explaining big 'O' notation, it won't change anything anyway, I'll leave it for some fanboy CS major. He's absolutely right, it doesn't mean anything to most of us (and me even knowing what your talking about, I still don't care or have sympathy for the issue, wel
As many posters have commented about, a lot more than just the magic system needs a major overhaul. Here are what I see as the major problems that MUST be fixed before making an "expansion pack" of content. #1) Magic - Spells schools aren't different enough, and many don't seem to do anything. Magic tech tree has little use, maybe this will change with other changes. Stats need to be more useful, hopefully the global mana pool will change this for the better but
Some good progress on the game, though I'm worried about the bandaids to the magic system and economy as I think these need far deeper game mechanic fixes. Since comments were locked on the polling journal I'll add this here too. I extremely, extremely disappointed that no option was added to the poll for making a priority fixing ANY of the games economy. If you don't think it needs fixing as indicated by the polling choices, then I think you should really pay more attention to what y
[quote who="Tasunke" reply="96" id="2773654"]Combat Mechanics, Magic, and Tactical Battles are definitely the Top 3 ( and AI well ... yea that's there too, but you can only see how to make a good AI in reaction to the core mechanics ... therefore these battle/ magic mechanics need to be changed first, so that the AI can adapt and evolve to a "good" game) yea ... it needs to be a "good game" first, and then have "good AI" later. Edit: This relates to the thread because ..
It wasn't even an option on the poll Frogboy posted today so it appears they still have their fingers in their ears and their heads in the sand about how lame and boring their game economy is.
I'd love to have a great campaign, but first they have to actually fix the game as there are so many things that just don't work correctly right now.
I would like to see this, but first I NEED to see a revamp of more basic mechanics of the game such as tactical battles, the economy, heroes, and magic.
Like the economy, tactical battles have no actual "tactical" tradeoffs or choices to make. Choose the terrain you fight on? - it makes no difference. Choose the weapon you fight with? - certain weapons are clearly superior. Choose different armor types? There is no tradeoff for a higher defense value. Terrain should have effects. Fighting in a forest should be a penalty to ranged attacks. Defending on hilly terrain should be an advantage to arche
Good post RavenX. I wish I could pay money to get Stardock to listen to this.
Ideally I would like to see only Gildar and Mana be global (like in MoM) and all other resources should be TRADED. This way unlike Civ food grown in one city isn't limited there but can be used to grow another city. On the other hand it shouldn't instantly teleport over oceans and enemy territory so that you can rapid build an army on your opponents doorstep from your fledgling village. P.S. - the main people I remember screaming that micro was bad wasn't the beta testers but the deve
Having lived in the middle east I've seen the ruins of many cities which were destroyed with bronze swords, axes, and bows. They can actually do a ton of damage, especially if you know where to strike with it. Roman soldiers routinely leveled cities they invaded (including Jerusalem which wasn't small city) and lacked heavy equipment. Much of the time they didn't even use pack animals as they weren't fond of them.
[quote quoting="post"] Comment here on what sorts of mods you’d like me to make to serve as examples to work from. Be aware that in Elemental v1.1 that the magic system is moving away from personal mana to a global mana pool (much funner, more balanced) so you will likely want to keep mods focused on things that can be easily modified by that change. Anyway, if you’re interested, put in your requests here and I’ll start on these this next week and start pos
[quote who="Brainsucker" reply="40" id="2766168"]Well, I, myself prefer global resource for 'Elemental', as adding a lot of buildings to one city will surely cost more memory to the PC. What Elemental needs now is not that additional memory cost buildings, but more about balancing issue, new strategy approach, and to reduce the City SPAM on the world map [/quote] I really don't see how the economy being local/trade based or global impacts the design of building quantities.<
I'm really leery of things being even further dumbed-down and simplified. Honestly, the magic system needs a lot more complexity. It needs a stat to impact mana regeneration. We need the elements of spell damage to matter. We need the battle environment to impact the magic. WE DON'T NEED heroes and sovereigns to be homogenized with a global mana pool. Hopefully this is done like MoM though where the global mana pool pretty much only pertained to t
[quote who="Frogboy" reply="41" id="2760606"] What many people don't realize is that most of the time, the "forum people" out there are wrong. It's easy to cherry pick forum posts that were right because statistically, there will always be people who are totally right just like they were totally right in the case of Warlords Battlecry. By 9 times out of 10, the forum criticism is nonsense or overblown. [/quote] Most of the time forum people are wrong because they're uninform
One of the more interesting and unique features to Elemental is the dynasty system. Unfortunately as implemented this has a lot of major breakdowns. While the game has a nice presentation for your own dynasty, it has almost nothing for scoping out other dynasties whether as rivals or potential suitors. I want an easy way to scope out potential matches for my children and grand-children without contacting each and every ruler individually. I want to have some kin
It shouldn't be any more micromanagement than Civ or MoM, and certainly less than GC2. It wasn't that complicated before in its earlier implementation, certainly simpler than figuring out the intricacies of dynasties in the current game which suffers from not having a good gui or enough management at all. But I digress to a different area of the game and I agree with pretty much everyone who in one way or another has agreed that the economy simply needs more strategic depth to make th
If you're talking about the spouses of minor factions, you can't marry their children anyways and I've been unable to use diplomacy so far.