And again as said several times already :-) If you are not happy with the August release - wait till next year. Improvements/Mods will come and maybe than its the right game for you. But I don't want that because a view are unhappy that others have to wait. The decision is up to Stardock. If they are happy with what they have achieved and think it's ok to release, they will release the game :-) In the end, it's their Business decision
Wylaryzel
Wow, looks promising :-) Hope I get today my new modem - yesterday I went to the cinema and had a good excuse :-) Btw, I have some free space at my webserver, if there is an interest and nobody is faster, I could setup a ModWiki for Elemental during the weekend.
Thats not fair .. my internet modem has vanished and I have to hope that it will be replaced tommorrow :-( Currently I have only analog-modem speed (via my cell phone) .. have to wait for the long weekend
[quote]CPM[/quote] = Clicks per minutes :-) And back to topic for a complaint: It's Thursday, give us the beta4 [e digicons]XD[/e]
:-) I see an upcoming gold star mod -> war of the modders :-) But I agree that there should not be a sort of pricing the modding - it should be fun and not getting to a stressful job because 'I have to reach my deadline for submission'. The modding community will be active if they see an approbiate support from Stardock or other modders :-)
I think that custom ship building could be part of an planned expansion where they are going to populate and explore the sea more :-)I mean, they are already experienced with ship building from their space operas [e digicons]:grin:[/e] And between ships on water and flying ships will be afterwards only a small difference :-)
Remake the Tactical combat in such a way that you can zoom in from the normal map. Every turn are considered as 2-n turns in TC. This means a TC could last longer than only one turn in normal gameplay. And as a spice, add the possibility for reinforcements :-)
hehe :-) cloud saves - once you get used to it, you don't like to miss it anymore (I have at home 2 desktops and 2 laptops and switch all the time between them)
[quote who="BoogieBac" reply="7" id="2697037"]I played some Mario Galaxy 2 Up to 106 stars!!! Woohoo!!![/quote] Mhmm.. maybe I have the wrong job.. @Stardock even during crunchtime you were able to catch so many stars already? I had only time to play for a hour :-) j/k. The real reason I don't had time for MG2 was Elemental Beta :-)
[quote who="Annatar11" reply="6" id="2696973"] I haven't seen one.. ever. DoTA might be a notable exception. If you're talking about FfH2, it's a very low production values mod (yay for stolen art from a bunch of other games).[/quote] If you look into the FPS history they were by far more open to modding than other types of games. I consider TF or Countertrike successfull mods too :-) In general, there are several maps (it's not always necessary to make a TC) by modders were far
I agree with raven. It Depends alot on the modding tools and the skill of the modders, I think there are several examples in the past that showed that the mods are more fun that the original game. nevertheless., I think that modder will add the spice to the game gg the basic is thhere and that counts.
I'm a modder by myself, Not an 3d Artist guy but on the technical part :-) So for me modding is half of the game (the bigger part) :-)
Hiho, I'm still reading in several posts that people are concerned about the release date. The more I play the game and the more read the open minded and nice discussions between forum users and stardock people, the more I demand by myself to have the game released. Currently there are may several parts in the game which isn't using the full potential it have -> after release, mod it in Currently there are people like to have a bit of different view how the ga
May you tried to have to many AI-Players selection during creation? In my opinion even if you select a large world map you should not select more than 4 other players otherwise you can only build 2-3 additional cities and warfare starts :-) But this depends a bit on your style of game :-)
Hiho, yesterday I was installing and playing a while with Knights of Honor again (older game, but some of the mechanics are nice) :-) This catched me to one of the following ideas - and I don't know if this is possible or not: There should be an option to turn an own champion into a Spy. For every turn as a Spy a small fee on Diplomatic Capital has to be paid. For other players/AI this champion is looking like a neutral Champ everyone can hire (and therefore can freely
Thx - maybe I missed it :-) This means we can try a bit further with regards to 'balancing' by ourselves :-) Can't wait!
As I don't like the current UI with regards to how certain things are displayed and with regards to responses - is it possible within Beta4 to modify and prepare some changes to the UI already? Or are we tied to the Tile & Map editor, meaning XML & Python is still beeing DL prior to the start of a new game from the server like in the previous betas? Edit: Make the wording a bit more clear - I like the game, the abilities and the ideas around. But the UI is still
[quote quoting="post"] I am having a hard time trying to use research without being able to see a full research tree. Will this be included in the manual? How do I plan my endgame if I can't see what options are available to me ? [/quote] Agree, but I would prefer to have that ingame. BTW, while startup of Empire from Impulse I get a splash screen where I cen open the manual. But I only checked it once screening shortly through it. [quote quoting="post"] Also i
An additional question related to the unanswered first fews: As it was stated several times that we can change alot of the game .. is it possible to make hex-fields or even get rid of the whole square-fields and make a free movement for troops? And is it possible to change the details how influence is working? I think the whole GUI can be changed completly or? How easily we can add other resources? I have to admit, this game is one of those that I'm getting exc
One addition: Leftclicking on an 'event'-icon on the right (don't remember how the list ist called on the right) should center the map on the event not just delete it.
If we are taking MoM into account, one of the most important parts were the limiting of arrow-shots / range-ammo which should get into this game as well (magic has already limitation) :-)
[quote who="Sareln" reply="126" id="2693113"] Frakkin' sweet! I wasn't aware you'd implemented Damiansky's idea for diplomatic capital. You're my hero, Brad! It's got potential. Great for dealing with AIs, now why would a human player ever use it in Human-to-Human interactions, other than to sic an AI attack dog on your friend, fun as that is?. If we can answer that question with mechanics, I think it'll really flesh out the diplo system. [/quote]
[quote who="ferang" reply="10" id="2692622"] maybe a key to toggle between the icons/identifiers to allow you to highlight them if needed. [/quote] Nice idea.. maybe a toggle for the 'special' tiles similar to the icon for the resource tiles in Civ IV. This for sure could help :-)
normally there is a fertile land near your starting location. As soon as it is within the area of influence, click on it and build a farm. Wait a few turns (around 10 if I remember correctly) and afterwards you have your food :.)
But then it needs a good system to provide a feedback that something goes into the negatives :-) Don't want to loose something random because I was not aware :-)