Steven, I'm guessing the reason for his sleeplessness can be found on the previous page [e digicons]:P[/e] Congratulations cephalo! I suppose you'll have time to work on elementerra in about 18 years?[e digicons];)[/e]
Satrhan
Here's an idea; I've always found it a little odd that you can train 'veteran' troops. How about changing those options to training options? So the lowest level would be no training, basically giving your troops a weapon and shoving them out the door. Production time would be 1 turn, though maybe material costs would have some influence. Next would be basic training, where you take the time to explain how to hold the weapon and which end goes into the enemy. Next advanced training, and beyond
[quote who="Heavenfall" reply="11" id="2852395"]Yeah, they've said tactical battles are being revamped. Amongst other things, the long-awaited "simultaneous turns" in tactical combat (where units each calculate for their own turn in one single line, and you don't get to move all your units at the same time). [/quote] I'm a bit confused; when you say simultaneous turns I'm thinking X-com, but what you describe sounds more like initiative based combat, which is it? Is this co
Nice job! Speaking of books, is it possible to require a caster to carry an item (a book) to cast a spell? So a sovereign or hero would have to carry the 'book of fire' to be able to cast fire spells? Just wondering [e digicons]O:)[/e]
[quote who="LightofAbraxas" reply="53" id="2851808"] Lol. This is one of the reasons I love SD. That being said, I'm not sure I'm crazy about dinosaurs in this game. [/quote] You should read "Dead Beat" by Jim Butcher and see if that changes your mind [e digicons]:grin:[/e]
Sweeeeet!
[quote who="Ratatosk7" reply="3" id="2851115"] My ideas above started me thinking about Civ and come to think of it Elemental completely lacks rivers...thats a little odd. [/quote] I believe its because they had difficulty implementing them. Rivers were in the first beta's, but they had a lot of issues with making them look good, and getting them to end at the coast.
Not a bad idea. The reason Stardock went with the way resources are currently found is (IIRC) that they wanted to avoid city spamming like in civ4. The best building strategy there is to build your cities with each 'fat cross' next to the other and then building improvements in all tiles. Eventually the whole world would be build upon, something they wanted to avoid in Elemental. But I agree Elemental went to far the other way, because now most tiles have no function at all (beyond possibly a
[quote who="charon2112" reply="1" id="2851039"]I agree with this completely. [/quote] What he said!
Derek said somewhere that he would like to have casting time implemented. That's not a promise of course (IIRC), but I'm sure its on the list of things to look at...
[quote who="Sir_Linque" reply="53" id="2846811"]There's nothing preventing the game from being a mix of both customization and exciting base units. Why couldn't there be buildings that allow you to train Paladins, or Priests, or Crusaders? Build a Cathedral and you can train priests, which have certain special abilities that no other base unit has. Priests could have a magic attack, bonus against demons or some such. Crusaders just really strong stats. Mix this with being able to tune the uni
Good post, I have to say I agree. So I just researched an armor tech, big whoop. I'll just click end turn a few more times and I'll have something better. [quote who=" Frogboy " reply="4" id="2846179"] Elemental has demons, dragons, drath , etc. that one can research up to. [/quote] I think that part of the problem is that most of this stuff only shows up in your own or an enemies army, and if you're 'lucky' as a random spawn somewhere. It a
Ooh, maybe it's that guy that made FfH2! [e digicons];P[/e]
[quote who="jecjackal" reply="11" id="2841740"] I think both of you hit on a key point. Realistically, it would take people to get stone from a quarry (or gold). Maybe we could upgrade the quarry (or mill etc, the building on the resource). It certainly would make the resources more valuable if they could be upgraded. Some examples are below Crystal Mine Base: 0 pop, 1 crystal per turn (and what ever cost it currently takes to buil
Just noticed them in my first serious attempt to play a beta game. Although I agree with GW Swicord that the magic system is far from great, these awesome pictures do help quite a bit [e digicons]:grin:[/e]
Some good ideas here. Being able to give your troops abilities, regular or magical, could add a lot of fun. The magical abilities should be very expensive however, and maybe have some building requirements. You could for instance have a building that can only be build in cities with a shard in it. This building would consume some or all of the mana the shard generates, but in return allow units to be built there that can have abilities associated with the shards element. I'm thinking of abili
[quote who="Lord Xia" reply="20" id="2830288"]... But the tactical battles are so fundamentally flawed in design, I will be amazed if they ever approach being good. I would want the devs to start over, instead of making tweaks to the Tactical combat. ...[/quote] Didn't I just read somewhere that they were doing just that? (After some searching) Seems like you might get your wish. In the beta changelog Frogboy <a href="https://forums.elementalgame.co
Thanks for your quick reply Heavenfall. I was afraid that it would only be possible through that tag, I really hate how it upgrades everything instantly, it removes a lot of choice from the game. Hence my questions obviously [e digicons];)[/e] Unfortunatelythis means I'll have to postpone any plans for a mod until the moddability of the game gets some love from the devs. I really hope that doesn't mean waiting for the first or second expansion... Anyway, thanks again.
I've been messing with the XML to see if it is possible to manually upgrade improvements. So rather than having all improvements upgraded for free when you research the corresponding tech, you would have to select an improvement, click on upgrade, and spend resources for doing this. Since it isn't possible (AFAIK) to select an individual improvement that is 'inside' a city, I've been trying to do this with a resource site. I've tried to upgrade a farm, but so far no luck. I've been able to ch
I have to agree with kenata. I expected I wouldn't like the global specialists, and indeed I don't. It takes away about half the planning from the game. It's fine (well not really, but acceptable) if SD wants to stick with the global stuff, but please allow for a way to change these hard coded systems so that meaningfull mods can be made.
Agreed, I've been asking for this for a while.
Good ideas, both should definitely be implemented asap.
Heavenfall, I'm not talking about that modders pack, I haven't heard about that one (or it didn't really register) but it sounds good. The package I'm talking about is a bunch of content (3d models) that were made by SD's artists but didn't get put into the game for some reason (lack of time, not needed at that moment, I don't know). I can't find a dev post about it, so I guess Frogboy mentioned it somewhere in a few replies. It is mentioned <a href="https://forums.elementalgame.com/3
As the title says; is there an ETA for the art package? SD promised to release this 60 days after Elemental was released. Now I know a lot has changed since then, this isn't intended to be a 'You promised us X, now where is it?!?!?!' post. I'm just interesed, as I think it could give a nice boost to the modding community.