I'd like to see a simple basic "hello world" AI mod as a starting point to work on different kinds of AI behavior.
Fearzone
King's Bounty has way more spells and special abilities, particularly ranged ones. Also, there were never straightfoward charges from the opposing side. Iin King's Bounty attacks would go back and forth between sides throughout the round based on combat speed. More ranged attack options, more unit special abilities, heals, and faster movement for melee units or teleport kept the action happening and unpredictable. Range range range. That said, I didn't think
Must... keep... topic... alive.......
Relax and give it a month. I'm sorry you can't drive down the freeway blasting the Elemental soundrack from your car cd today, but at least you have the game by download. I'm sure the Stardock sales staff are swamped right now which is the only reason it's taking a little while, but I'm sure on something like this Stardock will make it right.
[quote who="Rune_74" reply="95" id="2764539"] You also didn't play any games after the 2gs since apple forgot they used to have games on thier machines...god those old MAC's were awful. [/quote] Oh, not to bring these things back up, but have you ever noticed the computer interface you are working on right now runs pretty much like a Mac from 1984? PC gamers back then always insisted their games were better, but when I saw them I was never fully convinced--not until 16
Bank programs calculate payrolls or maintain account portfolios. Objectives of the software are clearly defined and specific. The needs of the customer is straightfoward. A program that generates a sense of fun, to a broad range of tastes, that is something else. Puccini's Madama Butterflies' opening debut was a disaster. The audience heckled it throughout the show. In the sunrise scene in the second act, when the cock crowed, the audience started making
I'd like to see more transparency in the costs of maintaining kingdoms and armies. I recall one game, can't remember which one, it might have been Sins, or maybe King Arthur: the RPWG... but one game where you could pull up a window and it listed ALL of your expenses, and ALL of your revenues. That really helped in economic planning and getting to know the game better. I might be rolling along at +10 gold per turn, and then all the sudden, usually after I start bui
Interesting system. Nice read. Seems pretty thorough. Fatigue has some strategic potential to maintain a strong defense and tire your opponent out. Would love to see it implemented one day in the base game or a mod.
^^So, if two sqauds of knights in enchanted plate mail face off with small wooden clubs, I can see there being no resolution. Same thing if two real life people wearing plate mail fought each other with sticks, the winner would be the one that didn't succumb first to dehydation or sleep. Can't the same thing happen without squads? Anyway, a short-term solution to deadlocks: hit auto-resolve and after 500 turns if both sides are still alive the battle is declared a draw and s
Localized resources, being "globalized" with roads and caravans I'd like to see. The easist way would be to have resources from another city globalized or instantly accessible if they are connected by roads with an active caravan. With more complexity, there would be a gradual drift of resources along caravan routes, balancing through the different cities and diffusing toward the ones that consume the resources the fastest. But I'd like to see a return to local resource
I agree that attack (percentage), damage (die roll), defense/parry/evade (percentage), armor (fixed, or die roll), and spell resistance (percentage, with elemental modifiers) are pretty basic, and if you go any simpler than this it gets maybe too basic. Hopefully will see something more like this down the road but for now adjustments in the attack/defense system are still interesting. I'd like to see more and stronger defenses both tactically and strategically. Only
Yeah I don't like all-attackers-followed-by-all-defenders, particularly when we have combat speed as an attribute. Right now it is hugely imbalanced to the side that gets the first swing. An easy system would be to rank movements and attacks starting with the highest combat speed--who gets one move or one attack when it is his turn. If there are additional moves the unit has, then subtract 1 from the combat speed for each subsequent move or attack (i.e. if you have three "
[quote quoting="post"]so DEFENSE should always be that of a single unit, as you fight only against one in that formation ... okay ATTACK should be that way, BUT everytime one soldier dies it should be reduced for that amount ..[/quote] I agree if there is a squad of 8 peasants, then 8 attack rolls should be made based on the attack value of each peasant. Each time an attack roll does damage, the target makes a defense roll to block it, based on the defense rating.&nbs
[quote who="falconne2" reply="43" id="2763191"] Quoting Fearzone, reply 33 I think city building sets Elemental apart, and right now seems it's biggest strength. Really? I'd be interested to know why you think that. Personally I think city building is the weakest part of the game. It is terribly simple and shallow. There's nothing interesting about it for me at all - just about every 4x game I can think of has more sophisticated city building. It s
To disembark from a boat, you (1) park the ship at a beach, (2) hit the teeny tiny disembark arrow for one or more units, THEN (3) right click on the beach. The third step seems unnecessary but anyway that's how it is done. That's how I got it to work anyway. Your troops just need to stand on the fire shard tile to open the gate. I never saw the crates of supplies either. Unless I focus on a military rush I run into a much more powerful sovereign army too
Looks pretty fair to me. Probably of all reviews the one I most agree with.
I think city building sets Elemental apart, and right now seems it's biggest strength. At the moment it isn't magic, it's not tactical combat, it's not diplomacy, and it's not adventuring. We all hope to see growth in those areas but right now city building is the coolest feature of Elemental. I think it was simplified and downplayed a little too much when they went for global resources. I hope that gets reversed--it takes something away from the game. As a sug
Would be nice if we could re-bind shift or control + arrow keys, not to mention other hot keys--and, not to get greedy, but do stuff like switch axes. Camera rotate with the mouse is done differently in Elemental than any other game (reversed X but standard Y), which is unintuitive for me, not that it's a game breaker, but is one of those persistent annoyances. I mean basic elements of user costumizability common to other games is missing here.
I was programming in assembly on my Vic-20 when you young-'uns were all knee-high to a... oh wait, I'm right in the pack here at 41. Vintage '69 model, yeah, summer of love happens when Fearzone blows into town. [e digicons]:digichet:[/e]
Here's the deal for those who are angry about the game: 1. If you pre-ordered, you were buying an unfinished version of the game, with the anticipation it will be completed sometime in the future. Unfortunately, that day wasn't August 24. Wish it was, but it wasn't. Still, it's the same deal, nothing has changed for those who pre-ordered or played in the beta. We continue to wait for the more "final" version of the game and we can use this time to discuss
Okay here: Or this:
C'mon, where's Stardock? We need a dev post on this one. [e digicons]:blush:[/e]
Didn't they teach you that in the 5th grade? [e digicons]:banhammer:[/e]
[quote who="tevans6220" reply="43" id="2760626"]Brad I have an idea. Instead of having praise threads and critical threads all over the place, why not start and sticky two threads for just that purpose? With the understanding that people posting those types anywhere else in the forums will have their post deleted. It would make it easier on you and your moderators. [/quote] You know I think maybe have a sticked and unmoderated "Elemental Sucks" thread that people can go ranting o
It was said elsewhere in an excellent post that there are two types of people Stardock needs to ignore or ban from the forums: first are the yes-men who think everything is great and have only positive and encouraging things to say. The state that has brought us to is readily apparent. Second is the haters who will harp on every little thing, and then when what they are asking for gets implemented will complain about that too and a dozen other things, and are never going