I was having an amazing amount of fun in a Beta 4 game. I keep looking back to Beta 2 (or whichever I joined in on) and remembering when we had to garden-spam our cities, which had a limited amount of space for building stuff. And snaking. Oh, the snaking! It's come a long way. I, personally, am looking forward to seeing some of the stuff you were talking about yesterday.
Nathikal
My biggest qualms with the magic system thus far... Spell books. I don't like the way that magic is done now, research wise. We find a spellbook and can suddenly research all the spells of that school? I think it was TheProgress who had the multiple-volumes-per-school thing. I like this idea. However, I don't like the idea that we can suddenly find a book of magic via a tech (Sire, we have learned about the Restoration spellbook. And by magic, the spellbook has revealed itself
Seems that the most 'loved' tech trees are Civ and Warfare. Which makes sense, to a degree - but I'd love for the other three to get some loving, too. Adventure - let us add to our produceable (new word!) units by recruiting new minions (IE, recruit a pack of wolves, and be able to produce/upgrade wolves as a base unit); let us interact on a deeper level with NPCs (put out bounties on bandits, or on enemies, or on supplies. Get mercenaries) Magic - Customize each spell, or enh
Pretty much, if it has Stardock's name/logo on it, I get it. Seriously. This company puts out a ton of great stuff. EA? Meh. Hit and miss. Paradox, hit and miss. Never (knock on wood) had a bad Stardock game. And if the day comes that Stardock puts out a bad game, well, it means that a hell of a lot has changed. -raises cup of tea- Long live Stardock!
I assumed it would be in, too. Never hurts to just say it in case. I know that Age of Wonders: Shadow Magic didn't have something to this degree. It wasn't a MAJOR disappointment, but...still, something as to greater customization would've been welcomed.
I've been playing around with the modding tools, re-starting the map generator to try and find something that would be 'perfect' to work on. Nothing really works, and then I realized that when it came to options for making a map, the game offered us little. I don't mean the MODDING aspect, but the non-modding aspect, for those of us who want to play on a random map. I doubt that most people actually want to make their own maps each time they want to play a new Elemental game. What I'm
There are two things that come to mind to answer this. First, the map size for the largest map is supposed to be utterly massive. What was it, 10x the largest Civ IV map? In that case, it'll easily get to the point that if I have 5 cities and everyone else has 5 cities, then overall there will be only a few cities on the map, with lots of non-city stuff between. Second, I think the map in general appears too random. Given that it's a random map generator...yeah, I'm not totall
Enya be win. Now, if you've been playing Facebook games, I'd be afraid.
Warning: Wall of Text. Further, please understand that the following statements are my opinions only. I'll be perfectly honest here. All of this is just what I feel is making the game less enjoyable. I know this isn't the final product, I know that this is just a Beta, I know it isn't fun. I'm looking past all of that, everything that the Beta has now, and looking at the final product as I see it. The issues I comment on are ones that, if left alone, will make me keep Elemental off of
I happen to like the idea of cities getting level-up boni, but I'd like for there to be just a little bit more. Cities that hit rank 5 get a nifty title, which the player can choose. Each title can only occur once per world/game, and even if city with a title is destroyed, the title isn't renewed. The effects are shared amongst all cities you own. City of Flame/Pillars/Waves/Wind - Located near a fire/earth/water/air shrine. Doubles the income of that particular element when ti
Hello all, After loading a savegame and going to the 'build' screen, I found that all of my cities...had only the demolish function. Couldn't build anything else. -N
Basically, what happened is this... It was early in the game. I had picked up a combat hero with minimal armor and a bastard sword, having about 22 Combat Rating. I got a quest to confront [named Darkling] and another Darkling. So, I did. They had a total CR of 6. I double-checked it, happened again with this hero. The battle began on their turn, so they approached. It totally skipped my turn, each time, until they managed to papercut my unit to death. I don't remember
I am really not sure if this is a bug or not. But, I figured I'd mention it. Went into a battle with a few soldiers against some Darklings. Darklings attacked on their turn. Enemy turn. They attacked. Enemy turn. They attacked. Enemy turn. They attacked. Battle over. My side lost. If that's a bug, then...alright. If that's a mechanic, something's not right. -N
Magic needs a catch. The reason it isn't engaging so far is that it's the same ol' same ol'. There's nothing new about it. Probably, Frogboy feels that it's wrong because he's hailed Elemental as the next 'big thing', so to speak. So, here's an idea that just now came to me. It may be doable, it may not be doable. I figured it's worth saying, at least. Thus far, magic seems to be, easily, the salvation and/or damnation of the world. It's a bit of a missing factor - the en
At the very least, we need more customization in the way of our Sovereigns. So far, each Sovereign is basically the same person with a few different stats, maybe an ability or two. Unless Stardock plans to have us make our Sovereigns via modding too, which...might not be a terrible idea.
You're probably the 5th person to mention this. Which I think is really cool - it means that there are a lot of people who want to be able to build more than just cities on the map! I'd like to see castles/fortresses act like specialized cities. That is, when you build a CASTLE, it is made in the same way as a city, but has its own set of buildings, such as towers, ballitae, murderholes, etc.
I'd really love some Dev feedback. My biggest fear is what GoaGalne said - that there isn't enough time to put it in. If that's the case, then I'll take this time to start playing with Python and try to figure this out... An aside, since Frogboy said in his post that factions would be modded in rather than done via an in-game setup, it may kinda take my whole faction customization ideas and throw them out the window. Note to self - build a Dev Summoning Platform [e digicons]O:
Either way, the religion could embrace those concepts. Worshipping the Sovereign through deification, or Kir-Tion (I haven't done the Fallen, so I am guessing) as a monotheistic. Or, for the Titans, polytheistic. I was debating adding a 5th - future hopes. The sort of world you were striving to build - I figured it'd be kinda important. I'll toss it around a little bit more before I actually try to make something worthwhile out of it.
I'm pretty sure that I don't just speak for myself when I say that I plan to play with a custom Sov and a custom faction. Now, I was looking at the various features of the customization, and came to a conclusion - creating a Sov and a faction is really bland, boring, dull, and, well, unfun. Some of the features seem to be totally pointless. Don't get me wrong - i use Egalitarian on my playthroughs. I get the advanced arms/armors. I may even grab Tutors and Loremaster
I take offense to a cloak requiring half of the resources a building takes. I think that balancing just needs to be done. Increase the cost of buildings or decrease the cost of equipment. Either way, 10 materials for a cloak? Keep metal the same, though. And horses, etc.
At the moment, Champions seem to fall into one of two categories. You have the Adventurous ones, the combat-ready soldier types that you would want to put into an army. Then you have the Scholarly ones, which are best served generating one resource or another in a city somewhere. This strikes me as terribly boring. Furthermore, since the world of Elemental is so massive, I've had some fairly cluttered late game activities (managing resources, buildings, and armies). I've come up with some ide
Thought up a few more. I'll say now, I have no idea which book they'd be in. Spell Name: Entropy Is it Strategic or Tactical?: Tactical Arcane Knowledge required to acquire: 30 Mana required to cast: 15 Does it require any shards to be controlled? No Spell Effect: Warps energy around target caster-type unit. That unit, upon casting spells, the unit will either lose 1 health and 1 mana, stacking with each cast (IE, first cast 1health or
Spell Name: Chaos Flame Is it Strategic or Tactical? Tactical Arcane Knowledge required to acquire: 25 Mana required to cast: 3 Does it require any shards to be controlled? Fire Spell Effect: Places a single Chaos Flame on a single tile. The flame randomly flows, growing from its original place. What Spell Book would it be part of? Chaos Notes: Chaos Flame creates a form of living fire. The fire moves one to two space
Peoples were going on about army size. So I'll say this. Brad said time and again various things about 10,000 vs. 10,000. Will it be mid game? No. Certainly not early game. It may not even be a common occurence (I can't see 10k armies taking anything less than a lot of resources, and thus if I have 10k soldiers they sure as hell won't all be in one place) but for those truly epic we-are-the-kingdoms-they-are-the-empire-war-is-nao battles...yeah. ONE THING that I am REA
What's the Book of Valar for? Curses do curses, Vengeance makes you...well, vengeful. But Valar?