Hey, I only got one!!! I want my free-be!!! lol j/k I'd say send the extra one back. Stardock was cool enough to add all the extra bells and whistles to the LE edition. Keeping a second would make me feel like I'm ripping them off, and the don't deserve that as hard as they work making cool sh!t for us to enjoy.
RavenX
[quote who="SeraphLeviathan" reply="71" id="2770862"]Because all of the players would eventually find ways to utilize far-flung resources and instead of us having to bend over backwards to do this, the game does it for us. [/quote] Oh, so what you're saying is All The Players would come up with a Strategy....damn. Here I thought this was a Strategy game and not risk, which is a strategy game made for ages 12 and up. I'm a lot closer to "Up" and a lot less closer to 12. I'm not
[quote who="Nick-Danger" reply="61" id="2769572"] Elemental took an extreme position -- extremely simple. I understand not implementing the 'extreme' micro suggestions, but going to the 'extremely simple' instead of a more moderate position suggests who the intended market is. [/quote] You sir, WINS THE INTERNET!!!! ;)
[quote]I apologize if I come off as "against" the ZOC idea, I just don't think it addresses any of the problems. To be honest, right now I have no problem building lv4+ cities and having rather massive ZOC[/quote] Ahh but that's because you're adding in other fixes that increasing the ZoC automatically fixes. Yes, players "Could" build another city within their ZoC, but why bother if what you want is already yours? The problem is Too Many Cities. The only reason the AI (and players) s
I'd like to see the XML behind the Quest that makes it work with a line by line explanation :)
[quote who="wnmnkh" reply="54" id="2770653"]That picture above.... unless they are really low-end troops (i.e no such fancy full armour troops), unkeep cost of such side of troops will exceed 50+. [/quote] Which shouldn't be a problem once you adjust the economy model to produce real amounts of money instead of this 1 and 2 crap...lol.
[quote who="Wintersong" reply="22" id="2770307"] I cannot wait to bypass the Kingdom/Empire filter in the Faction selection menu... between other things. [/quote] Same here. That's a definite must for making sure factions start out "Truly Neutral" to one another. As it stands now I think they automatically don't like one another if one is of a different alignment. Not too sure if I agree with the "not the casual modders" part though. Even as a casual modder I would want to c
[quote who="GaelicVigil" reply="33" id="2770293"] This is a better idea than your larger ZOC suggestion. This would still allow us to build lots of minor forts and outposts for combat strategy, and at the same time make each large city far more unique and varied. It will allow us to focus our settlements on specific resources and other purposes (like choke-points, unit production, food, gold, etc) and get rid of the cookie-cutter cities. [/quote] Yes but the larg
[quote who="revjwh" reply="28" id="2770244"]Raven X's main reply is fantastic! I hope the DEVS read it! The idea of a much larger ZOC would solve almost all the problems in my opinion especially if outposts only drain resources until level 2 cities. But overall: what he (RavenX) said! [/quote] Thanks. I appreciate that. Part of my thought processes behind that reply were in line with a post Boogiebac made about cities a long time ago and what his inspirations we
[quote]1) Environment types are in fact hardcoded. There's no way to add to the list of environment types. This is because of stupid programming design choices.[/quote] That's a really dumb thing to be "Hard Coded". Modifying this is something a Lot of modders would want to do when creating custom races and factions. I'd create a Race that likes the arctic and I would want their land spread to be an Arctic type. If I created a lizard race (Quendar) and in my lore they liked swamps, I
I don't think the battles "need" to be Real Time to be Epic. Turn Based battles can be just as Epic if done correctly with Massive Unit counts and Continuing Animations. If you leave two units locked in mêlée combat then the animation of those two units fighting, swinging and missing, can keep playing even though those units aren't actively taking a turn. Animations for some things should continue playing until a new order is given. This works in Turn Based games to give a better
[quote who="Jandurin" reply="16" id="2770132"] That's certainly not true. You wouldn't build a market in a city that didn't have a mine or a palace or something, would you? [/quote] It is true actually, because the market increases income, even from taxes. You don't need to have a gold mine or anything in order for a market to increase a cities income. It increases the income anyway. I've been playing this since Beta and see the mechanics behind it first hand
[quote quoting="post"]Anyone got a good reason? [/quote] Because it looks stupid having every square inch of land covered in city tiles. The AI puts cities so close together that they end up touching each other by the time they hit level 4. Back when we were all discussing city placement, everyone, including the devs, thought that cities should be spread out and that they should be important and valuable. The inspiration for this was all the fantasy and rpg games where you're que
[quote who="Nick-Danger" reply="33" id="2769530"] I would like to see simultaneous (WeGo), turn-based tactical combat, otherwise similar to the recent entries in the Total War series in their epic feel, look, and tactical depth (formations, facings, different movement speeds, morale, the rock/paper/scissors unit interactions -- spears vs. cav, archers vs footmen, etc.). I think that's reasonably doable in 2010. Am I wrong? <br
That was Excellent, Po. There's a lot of feeling in that. Well done my friend.
[quote who="NTJedi" reply="30" id="2769453"] I've been reading many of the topics in each of the forums yet I am not finding any requests from us gamers asking for high resolution 3D models for "everything". This design decision for providing such high resolution 3D models means the battlefield size and number of units will be limited. Will we ever experience the 70 *different* units which total 500 units on a single battlefield... only if the tactical bat
Ahhh..lol. Yeah, I fixed that line for the Sov on mine. That was a case of a old file getting in where the new file should have been. It's what happens when you edit files in multiple folders at once. Ok, the skin showing up on other factions is a side effect of my first version of the skins. Here's how you fix what I didn't clean up there (which Is cleaned up for the next update). Go to your directory here: Documents\My Games\Elemental\Units Open up the file: Cor
[quote who="Tormy-" reply="58" id="2768942"] Yeah, we've talked a lot about this back in those days. Needless to say, I always preferred the local resource system [like you've said it's more strategic and realistic as well], but I never had problems with micromanagement in any games. However.....local res. model -> much more micro [especially on huge maps]. I guess most of the players wouldn't like that. It's not for the "masses". Indeed. I was "one of
[quote who="Wintersong" reply="34" id="2769373"] Quoting Raven X, reply 29 Could you expand a little on "we're just going to have to bite the bullet on this" ? What do you mean by having to bite the bullet? Having to bite it and spend the money to make more different races? Or having to bite the bullet and just not make them? I understood it as refering to the magic system, not to "We are going to please the loud people of 'OMG! WHERE ARE MY ELVES??!!!'".<br /
[quote who="HG_Eliminator" reply="14" id="2769372"]Each day we warriors of the heart trudge thru the battlefield of love hoping to survive another day unscathed. Some days we are victorious, others were left with battle scars. Some deep, others only surface wounds, all depending on how close to the landmines of hurt and pain we were at the time of their detonation..[/quote] I like that, HG, I like that a lot. Well done.
[quote who="Magog_AoW" reply="72" id="2769332"]Lovely screenshots, but I can't design new units with this race. The unit design screen is just black, and there are no starter units to train either. I don't have the game installed in the "program files" dir... You think that could screw things up? Or is it because I'm using XP that has a different path to the "My games" dir? [/quote] Hmm, I don't know what to tell you on that one. I've never had any errors l
[quote who="EvilReborn" reply="28" id="2769272"] I don't think that we need more races, what we need is for the factions to be more different from each other. [/quote] No, the game NEEDS more races, and Definitely more FANTASY races. There are a lot of cool monster races in Elemental. These need to be expanded and made into factions if they can, with the ability to add, use, and equip in game items, armors, and weapons. Like Draconians and Minotaurs and Elves and Orcs and th
[quote who="ozzlok" reply="3" id="2768208"] quoting post personally i'd like to see a further refinement of the strat mode, but make a big push to replace the tactical battles (probably the weakest part of the game at the moment) with.... epic, Total War style real time tactical battles. I have to disagree. IMHO RTS games come down to about 10% strategy and 90% CPM (clicks per minute)
[quote who="Frogboy" reply="6" id="2768296"] (which beta testers were very vocal about but we didn't listen to well enough)[/quote] You just gained a TON of respect in my eyes for admitting that one, Chief. Well done. [e digicons]:thumbsup:[/e] [quote who="Frogboy" reply="6" id="2768296"] There are a lot of practical reasons that I think users can think of as to why we didn't just copy the MOM magic system for a 2010 game (same as to why we wouldn't have dozens of r
I think the Diplo Capital needs to be worth a lot more than gold/gildar in game. Diplomatic influence, in real life, can move nations to war, or peace, or move mountains. It needs to be harder to gain and be worth a Lot more in trading.