As I'm still learning the game, I'm re-loading a lot. I think it will take a good couple of playthroughs before I get a good handle on relative power levels. I'd like to see an Ironman mode added to the game. Knowing you can't go back an undo your daft mistakes is different from choosing not to go back. It gives games a similar edge to boardgames/multiplayer.
riadsala
[quote who="NanakoAC" reply="17" id="3274511"]i don't know why people expect the races to be individually balanced against each other. imo, the faction creator is basically cheating, premade empires, with their race, exist for a reason. [/quote] This. [Although, I'd be polite call the faction creator a sandbox, rather than cheating]. As it stands, the game is more a toy, to play with, rather than a game to win. Both options are good, but providi
Ah, fantastic.
Hello, i'm playing my first game of Ele:FE. While overall, it seems like a nice improvement on the earlier game, I find that the changes to the lighting model/colours have gone a little bit too far. Everything feels a little over-saturated. Is it possible/easy to turn this down a little? I find current set up strains my eyes a little and it can be difficult to make out some of the unit model details I think somewhere half way between the old a
Aahhh, a return to the good old days of PC gaming.... when the game simply refuses to load up :p Has anybody else had problems running 1.01? V1.00 runs ok (well, I haven't played the game yet, but I can get to the menu). but with 1.01, nothing, nadda. Is anybody else having problems? Am I missing something simple? I suppose I'll try re-downloading and installing everything from scratch.
Please avoid making the CivV mistake of releasing lots of poorly thought out DLC's with new factions! I'm much rather see a balanced* game with less content than a a big mess of lots of extra stuff * balance: I mean, in terms of consistency. I don't mind if some factions are just plain stronger than others. That makes things interesting. But the relationship between the different factions and gameplay elements should all make sense. Rather than adding new stuff cause
I hope they managed to keep fleshing out the world, but without turning it into the usual sub-Tolkien, Games Workshop style mishmash of fantasty troops. It would be good to see some of the lesser used myths turning up in one form or other.
[quote who="Rishkith" reply="40" id="2954859"] Quoting riadsala, reply 25 Can anybody think of good examples from history or literature where a country is made up of a small number of very specialised cities? Hmm, modern U.S. examples: Detroit: Car production Seattle: Airplanes San Diego: Military bases Los Angeles: Movies and Entertainment Washington D.C.: Bureaucracy Oklahoma City: Dog and people food Historica
[quote who="Heavenfall" reply="30" id="2954603"]That companies within the same industry tend to cluster in areas instead of spreading out is a pretty well-studied area in economics. http://en.wikipedia.org/wiki/Business_cluster >Can anybody think of good examples from history or literature where a country is made up of a small number of very specialised cities? I think you would be hard pressed to find a single country in western history that didn'
[quote who="Buladelu" reply="26" id="2954576"]>Can anybody think of good examples from history or literature where a country is made up of a small number of very specialised cities? USA, USSR had many cities but they were specialized. [/quote] neither which are good fits with historical fantasy nations :p I'd say the USA is closer to city-spam, rather than the smaller-number-of-specialised-cities. (but due
The game mechanic I am interested in seeing is one that rewards the player for intelligently planning out their cities. I.e. better to have fewer, better cities than more, wimpier cities. Why? Why specify that a city state based kingdom/empire is the one optimum strategy? Why not instead consider different types of structures, and try and fit pros and cons to each one. So you could have the Greek inspired city state nation that you seem to f
I asked this a while back, and didn't get much of a reply. I quite fancy having a go at designing a strat game. I doubt I'll ever finish it, but I have lots of little game mechanic ideas I wish people would use in their games. So I thought I might as well try it myself. But as Ele modding support is still near non-existent, I've decided to play around with Unity3D for the time being. Which is hard work, but at least my intelligence is the only thing stopping me implemen
Hello, just wondering if there had been any news on this since October. Now that 1.1 is out and everything :) Not expecting overnight releases of the source code or anything. Just some updated vague notion of when modders are going to be given access to the game mechanics? Some simple scripting and the ability to add in some variables would be a good start.
Hello, has anybody made any progress in figuring out how to add new stats and play with the game mechanics?
[quote]Well, for Elemental I'm not sure that I'd like to see some "out of thin air" armies when the AI player is nearly beaten. [/quote] me neither, unless it's done sensibly, rather than to just make the game longer. And tied into the lore to make consistent sense. I guess in a way Ele, has something like this already, as the nastier monsters only appear later in the game (personally, I don't like the way this is implemented at present). Perhaps this element could be e
[quote]AI WARS is a romper room type of game and has no AI. just cheat codes.[/quote] Have you actually ever played AI War? It's pretty much the most strategic RTS out there, and it includes some of the best tactical AI routines I've seen in quite some time. You CAN'T play it as a "romper room type of game," if you did, the AI will cripple you. Why I'm bothering to try and discuss something with a troll, I don't know.
[quote]Yess! I have mentioned that waves of monsters will be the easy way to make game more challengeble.[/quote] Yep. And it wouldn't be too hard to work the gameplay mechanics into the lore.... suppose one of the Titans cursed the world of Elemental before abandoning it in an attempt to stop future civilisations rising up. The curse could perhaps cause increasingly powerful armies of elemental creatures to civilisations... the more land you restore, the greater the ef
hello, I've recently started playing AI War , and thought it might be fun to brainstorm some ideas. And I would be very interested it Frogboy's thoughts on the game, if he's played it. I doubt any of it would be suitable for vanilla-Elemental, but for a game changing expansion, or huge mod, it has the potential to be amazing. If you haven't played it, the key feature of AI War is that it is asymmetric. Li
[quote]Peasants should only be effective at destabilizing light infantry and irregulars.[/quote] Or as a sponge to soak up an enemy charge, allowing you to move your knights around for a flank charge. Unfortunately, such concepts and tactics don't exist in the Elemental universe.
[quote]1) 100 1st level Peasants issue 1 on 1 challenges to 100 6th level knights with generally 5x better equipment. While we can all generally agree an impending slaughter is about to commence, and setting aside CURRENT game mechanics, how many Peasants do you think should still be standing at the end of the challenge? One lone Peasant standing amongst 99 Knights? 5? 10? More?[/quote] Assuming the peasant isn't armed, then I would expect them all to die. &
[quote]Yes. And it does not have to look like a book just because it is called a book... The pages are driving me nuts. I want to see all available spells on one page.[/quote] A nice workaround would be to show a long scroll with details of all the spells. Then you can scroll up and down to read more, rather than turn pages. Something like this (if the link works) http://p
+1 for this. I'm maybe not as in need of it as the original poster, but it's surely such an easy thing to implement, and it should really be in by default anyway.
[quote]Quoting riadsala, reply 4 Civ4 did this pretty well. There were some clearly unbalanced trait combos, but this wasn't a problem for game balance as you could only access them via the custom civs. How do you figure? In BtS pretty well every trait combination is available on some standard leader.[/quote] But not all. And the ones that are missing, Ind/Phil in particular are probably unbalanced. Also, the trait c
I really think that the custom factions should be disabled by default. (but there's no reason not to have an "allow custom factions" button in a menu somewhere). Having set factions will make the game a lot easier to balance. It provides an access point to the game's lore, rather than simply playing a graphical spreadsheet and trying to optimise your build. Civ4 did this pretty well. There were some clearly unbalanced trait combos, but this wasn't a problem for
Yep, same here. Would love to read more stuff about AI problems and solutions :)