[quote who="tjashen" reply="42" id="2873195"]I didn't buy Elemental because it was a spiritual successor to anything. [/quote] I on the other hand did buy Elemental because it was being marketed as the spiritual successor to MoM. And while I agree that it needs to be its own game, I also expect/hope/want all of the things that made MoM great.
TheProgress
[quote who="Cruxador" reply="16" id="2872946"]WhiteElk, coding things is a nontrivial pursuit. It is not affordable for Stardock to add things they don't intend to even use. [/quote] He's talking mainly about the modding API which is something Stardock is going to be making use of - in the sense of providing a strong foundation for a modding community.
[quote who="unacomn" reply="19" id="2872919"] too many hats can be a bad thing.[/quote] Yeah, they make your head really hot.
[quote who="Godplex" reply="11" id="2872921"] The tactical battles only last like 2 min at the most[/quote] Which is exactly the problem with tactical battles. They have no depth. There is very little there in terms of actual tactical options.
[quote who="Nikitosina" reply="16" id="2872871"]UI placed in Art category. Now i understand the root of the problem. Move UI under design lead.[/quote] Or better yet, get a dedicated interface designer.
Sigh, no one seems to have gotten my zeppo reference... As long as the tactical battles, AI (strategic and tactical), magic, equipment and faction / race differences get major love I'll be more than happy.
Damn I really wanted to find a clip of The Zeppo to post here [e digicons]:(O[/e] I look forward to eating some fallen cake. Could we get some of those awesome hard flower candies on top? [e digicons]:smitten:[/e]
Oh also, who the hell plays with random events turned on? They drive me completely insane. ex situation: "awesome, after much struggling and death, I've finally managed to take out this enemy planet and setup a colony of my own; next turn: Oh awesome, my newly founded colony has been destroyed by asteroids/sentient machines/slavers/etc."
[quote who="Heavenfall" reply="12" id="2872223"]3200x1800 resolution[/quote] Wut, u h4v3 4 pr0b w1th h1gh r3z scr33nsh0tz? Lulz, n00b.
SotS isn't complex, just possibly overwhelming (in terms of technology options) all brought down by an inferior UI. I'm really looking forward to SotS 2 though. I hope something is done about the end-game grind. Sitting there, attacking a planet covered in 20 orbital defense platforms over and over and over again is not fun, it is tedious.
[quote quoting="post"] 39. Units now fade out when they get killed in tactical battles. 42. When improvements are auto-upgraded they no longer make the upgrade noise (which can be deafening when a bunch do it at once). 44. When casting a targeted spell on an army (such as imbue champion on a stack with more than one valid target) a dialog is presented to allow the player to pick the unit he wants. [/quote] @39, why are units being removed at all from ta
[quote who="SpardaSon21" reply="16" id="2871052"] With enough research your empire can get as advanced as Iain M. Banks' Culture. Star Ruler's claim to uniqueness is its really friggin' huge scale.[/quote] Woa. I literally just finished reading The Player of Games. I didn't have much interest in Star Ruler before but now I may have to investigate it now...
Here is an idea: You can have you're heavy, light, medium armor and what have you but what if we included a new attribute: SIZE . If a small being is trying to hit something large
*quest needs at least 1 fire shard under the player's control and fire magic researched to at least level 3* *sex of witch is the opposite of the player, so if the player is a woman, the witch should become a warlock* *the term wife will be switched to match proper context* Quest: Till deaths do us part Landing on inn landmark:<
Honestly, the concept of X3 has potential but the game suffers greatly from bad path finding, ridiculously slow gameplay, a convoluted UI, poor performance and a lack of atmosphere (there are no cockpits, it doesn't feel like you're flying a ship really). *based on time playing Terran Conflict
There has been talk about how gold would be worthless to someone in a post apocalyptic society. This got me thinking, what if potential heroes wanted more than just shiny heavy metal? Perhaps heroes should have semi-random hiring costs that go outside of the gold box: Food: hero costs the player X amount of food per turn. Your wife: if married, wife must be traded to hero. A share in the profits: hero takes X percent of income per turn. Gov
Wow, not even one reply? Is my idea just that terrible or is everyone's mind so blown away by the sheer awesomeness of the suggestion that they are unable to reply?
[quote who="Lord Xia" reply="11" id="2868278"]It's not all that I am interested in, but if the movie is just some boring chick soap opera crap, then I would like some tits to make it more enjoyable. [/quote] I hate soap operas. The movie is not a soap opera. She gradually loses her mind and hallucinates killing people and stuff. There is no "omg, johnny cheated on Alex with kelly who is, like, now pregnant but she doesn't, like, wanna keeeep the baby!" shit.
[quote who="Lord Xia" reply="9" id="2868263"]Sounds like it sucks then.[/quote] If all you're interested in is naked ladies I seem to remember there being an entire genre of movie devoted to such things...
No the chicks don't get naked, but they do get sexy (take that for what you will [e digicons];P[/e] ) The movie was well made and entertaining but is not one of those movies that you'll want to watch more than once probably. The worst part about the movie? Whenever a sex scene would come on, some random chick next to me in the theater started squirming in her seat. Started getting rather awkward near the end of the movie... If you enjoy psychological t
Here is an improvement for caravans and city spam that would be (relatively) simple to implement I would imagine: https://forums.elementalgame.com/403940
* implemented a time-based limitation on trade.
The caravan system was nerfed in 1.1 and city spam is still an issue. Here is an extremely simplistic way of fixing both these problems. Some variables to keep things simple: cityOriginGold = the population of the city the caravan has left * 10%. caravanTravelDist = the distances (in tiles) that the caravan has traveled from its city of origin to its destination. originCityLevel = the level of the origin city (1, 2, 3 etc).
Have you guys gotten a new artist? These new paintings look much better than previous ones.
[quote who="Derek Paxton" reply="20" id="2866320"] 1.2 is about UI, AI and bug fixes. It is not a feature patch (at least not on the big level for things like Global Mana and changing to a Population economy).[/quote] Sounds good :D If UI is a focus, can you guys give the equipment screen some love?