[quote who="reyawn1" reply="42" id="2582590"]In the meantime, one thing that concerns me is that I bought the game here through the website instead of through Pulse, so I hope that doesn't exclude me from the process. [/quote] This website sends you to Impulse's website to complete the order, so you should be good to go when the next set of testers is let in. Welcome aboard. :)
Tridus
[quote who="Tormy-" reply="140" id="2582316"]Hm...so what is stored locally in that case? Weapons and armors only? Caravans won't be very important strategically in this case. Once the game is released, we will need to work on a mod, which turns specific resources -like rare ores- into local resources...too bad that I cannot code. [/quote] Are those stored at all? It looks like they're just made on demand, when you say "make 50 archers with secondary daggers" the game wil
Cool. :)
[quote who="Tormy-" reply="135" id="2582214"]Only the most common resources should be global, like food + iron. I say it again...rare ores -for example- must be a local resource...else the economy system will be dumbed down into oblivion. [/quote] So your one iron mine can produce global iron, but your one unobtanium mine can only produce local unobtanium? Now you're just adding confusion. Rare stuff is rare because you don't have much of it and may never get more, not be
Realism is fine and all, but this is not a simulator. Realism needs to take a backseat to gameplay.
It's pretty scammy, yeah.
[quote who="Sethfc" reply="19" id="2581602"]But thats not highly realistic. I'd perfer it if their was a realistic echonomic model is all. Mostly because it'd be nice to have that added in. Add that to all of the other features and you have the Perfect strategic fantasy roleplaying trio game. [/quote] Neither are channelers. :P
Did you see the 3d version? I've heard nothing but bad things about the 3d version, because it was a post-production rush job.
Not really. Stuff has changed so much between each version that there isn't any point in documentation yet. Whatever is written will be vastly out of date come the next release.
If you order before 1Z comes out, you'll get 1Z (theoretically next week).
[quote who="RAWRRRR" reply="6" id="2580591"]It wasn't the worst... It was comprised of the same assholes that are on every current game. I don't see why people are surprised to see assholes online. I mean.. they're stinky, but that doesn't mean they don't have the internet as well. [/quote] See, that's not really true. The DotA community for example was great, when the game first came out. If you tried in the last year or two, it's totally different, and extremely hos
[quote who="KillzEmAllGod" reply="12" id="2580695"]so whats left to add to 1z before you let us try it? [/quote] Based on what Frogboy said, I'd guess it's fixes rather then additions. Every time you make major changes there's always a phase where you have to test and stabalize it. At least new testers will get in?
[quote who="RisingLegend" reply="131" id="2580686"] I just think that if we don't have per city stockpiling and instead go for global stockpiling for everything, then caravans, which almost everyone has said is a great idea (in fact, I haven't heard anyone say they want them abolished) won't have any purpose anymore other than random boosts to income or some other abstraction. That's what I want to get away from, random % boosts that are nothing more than "gamey" solutions when an a
Only thing I know about Heroes of Newearth is that a few months ago it was home to the absolute worst game community on the face of the earth. That was enough to ensure I'll never try it.
[quote who="RisingLegend" reply="116" id="2580135"] Hopefully Frogboy will create a fun game without stupid pointless micromanagment and silly designs. Then you can all mod that gameplay that only a few of you like in to the game so you can suffer alone. I feel a poll coming on... Thats extremely ignorant to think only "a few" of us want this game to be engaging and be a living breathing world every game..[/quote] It's extremely ignoring to think that a fe
[quote who="John_Hughes" reply="101" id="2579752"] How is someone going to be able to attack outlying areas if defenses are at hand immediately? The whole point of strategy oft depends on how you handle what resources you possess and where you maintain those same resources. [/quote] How can you turn iron into defenses in a couple turns? It takes time to train units and build walls. Hopefully we don't have a ton of rush build type options that let you c
[quote who="Splitshadow" reply="15" id="2578606"]Google Chrome is a giant memory hog. It creates a new process for every tab [/quote] That also buys you stability, something misbehaving in one tab can't bring down the other tabs except in truly exceptional circumstances.
[quote who="lbgsloan" reply="10" id="2579386"]How does this make any sense? Shouldn't the early adopters get some major kickbacks for funding the game during its 'growing pains' stage? Yet people still pre-order MMOs, and worse, buy long-term subscriptions right away for a game that might suck horribly. I just don't get it. [/quote] Because people keep doing it. A lot of games are crack addicts who will buy into the hype and put cash down in advance based on lot
[quote who="Frogboy" reply="33" id="2579518"]One of the reasons you don't see that is because in most games, the developers tell you what units you have to play with. In Elemental, players decide what weapons they have. So for me, as a player, my archers are going to have daggers. Someone else may not see the point and have their archers only have bows. But I'd give my archers bows and a melee weapon. This way, if someone closes the distance, they have a different weapon
[quote who="John_Hughes" reply="87" id="2579392"]I would like somome to clarify something for me please. The NEW global economy model still supposes that if my City A has Horses and I feel the urge to build Mounted troops in City B, where my Forge is and I can build the troops Swords there already, which has a road and currently caravans travel between the 2 Cities regularly, my mounted troop construction would not be direct disallowed, but rather delayed until such a time as City
[quote who="Climber" reply="84" id="2579315"] Frogboy, assuming your #49 is a reply to my post #48, I believe you mean that free & instant resource teleportation is not a major concern, so that "when Christopher Columbus arrived NA, his crew would have 1 million tons of Iron available building their first outpost." While I wish our developers address this concern more directly, I am glad that they are aware of it. Hopefully, th
[quote who="cleflar" reply="17" id="2579318"]Please pay special attention to cephalo's suggestions. His Civ map function is amazing, by far the best I have ever seen It is so good that it dramatically enhances the game. Cephalo knows his stuff.[/quote] Oh? Which map function is his?
Something I'd like to see in the combat system that isn't often done anymore is differing stats for melee vs ranged attack power. Most games use a single stat, and it really doesn't make a lot of sense that an archer forced to club someone over the head with his bow is just as effective as a swordsman. You could implement it by allowing units to have a melee and a ranged weapon equipped when you create them. In tactical combat, they'd have the option to use their ranged weapon, or mov
[quote who="imbiginjapan" reply="26" id="2579296"] Edit: I do see your point about limited resources and that is fine. I guess in the end I am mainly concerned about is that I would much prefer to see a system where a soldier will have 1 or 2 significant effects that opposing players can easily recall both from a mechanical AND an emotional standpoint than a bunch of mundane little things that are hard to recall. This also gives units a "flavor" that I think would otherwise be missi
[quote who="imbiginjapan" reply="23" id="2579288"] Like I said I expected people to disagree with me. Even if you were to be able to select a unit, mouse over your target and see the expected damage that doesn't help you understand why that number is, say, much worse than it is against unit A than unit B unless all the attributes of that unit and the affect on your own unit's attributes are also displayed. To me This just seems adding complexity without really adding depth. It