I just want to re-inforce Derek's point from before, this contest is just here because we think it will be fun for the community. The spell wishlist/feedback forum is different in that it is a place where you can share cool ideas for spells and mechanics, however, we aren't looking to simply pull spells from there directly into the game. This contest is so someone can look at a spell in the game and have the joy of saying "I came up with that". Also don't take a des
Kestral2040
[quote who="Lord Xia" reply="96" id="2819063"]I just want to say, I am refusing to take the blame for the derail of this thread. [/quote] Clearly this is all my fault. My full name is Tobias, so go ahead and call me that and call it a day. I'm sure no one has a problem with Gobias Industries, right?
[quote who="Lord Xia" reply="7" id="2817124"]What happened to Kunta, aka Toby? He's not back from that mysterious part of the world where there is no internet? Also, Brad touches all his staff, doesn't he? You know, bad touches. Point to the part on the doll where he touches you Derek and we can take him away so he can never hurt you like that again...[/quote] I'm back from foreign lands, but I've been SO busy tr
good stat suggestions, I do have some idea of my own (and some mesh up with yours). Also would like to point out as of 1.09 stacked units in combat should be rolling individually in fights (IE if there are 3 guys and it says total attack 30 each it will roll a 10 attack 3 times). Need to come up with a better way to represent this distinction in the UI to the user (I have some ideas), hopefully will get something in for that soon. Also wanted to let people k
[quote who="Viperswhip" reply="118" id="2809198"]Please make it so your children can also cast imbue champion. They are channelers as well aren't they? Or did that change as well, either that, or make combat oriented heroes way more effective. As it is, only the spellcasters remain useful in late game.[/quote] Along with what Brad said about mana maintenance, we also have another idea in the pipe to make champions/children more interesting/powerful then created units. Its a post
[quote who="perigrine23" reply="111" id="2808366"]Istari, I think you are trying to make a system that seems simple and elegant much more complicated than it needs to be. Your kingdom generates mana, you and those heroes you imbue can draw on that mana reserve to cast spells depending on their INT/WIS. If it's the lore that's troubling you, remember that they have said that under the new system the concept is that only the sovereign can cast spells, but can imbue other h
[quote who="Brainsucker" reply="101" id="2807930"]Looking at how the concept has changed and the stats have lost their previous function, shouldn't the stats should be revamp and change, too? [/quote] I would like to address all our base stats and their purpose and re-balance them, however, its probably out of scope for the 1.1 patch and will have to be saved for a later update. [quote who="Tridus" reply="103" id="2808040"]Having spells not scale well
[quote who="NeoWolfen" reply="83" id="2807665"] Hey Toby The changes sound great.. but what abotu the technical fixes for 1.1? Will we finally have that out of memory error fixed? Will the random self renaming of cities to enemy faction city names also be fixed finally? and finally will the END TURN not functioning after a few hundred turns also be resolved? As right now these CONTINUE to be the issues that prevent me getting any enjoyment out of what wo
[quote who="Istari" reply="79" id="2807625"] Firstly, it's so great of you to actually take the time to answer all these questions being thrown at you, and I think that is very highly appreciated by everyone here, (even by those who might be considered to be in the troll party). Having said that, I'm not too excited about having my champions lifting mana from my sovereigns' magic bag. Brad had mentioned that the sovereign will have some type of omniscience, and will be able to
[quote who="Annatar11" reply="65" id="2807366"]Getting rid of INT influence on spell damage seems like a very bad idea to me. Consider that weapon damage still scales with STR, so as your Sovereign levels up and raises his STR, the weapon will do more and more damage. This is not the case with a spell. Once you can cast that spell, your sovereign's level won't affect its damage at all. That not only leads to the majority of spells being left completely unused by the end-game because it never
[quote who="ElanaAhova" reply="30" id="2806889"] Are all 'specialists' going to be interchangeable (the 'same')? If they are, they merely become a generic bottle neck on city choices - and a sad implementation of an idea that holds so much promise. Or ( hope) will these specialists actually be individuals, each with their own strengths and weaknesses? Also, will NPCs that the SOV "hires" (-ie 'heroines) be able to serve as "specialists." [/quote]<
[quote who="Heavenfall" reply="22" id="2806823"]Sorry for following up again, but if you have a small starting city that is like other cities, then this city still needs to produce 1 material and 1 tech at the very least. So how exactly is the city spam issue solved? I mean I understand that there will be great benefits to building large towns, but - is there something actually promoting the player from not building large towns AND THEN a small town in every little nook and cranny?
[quote who="Heavenfall" reply="16" id="2806763"]So I guess FOOD and PRESTIGE are much more important now, as you'll want to maximize their use to gain the largest population. A small city with only 10 inhabitants would be rather useless, compared to a larger city with 1500 inhabitants. How does these population changes affect the city leveling system (primarily, the city leveling system seems to be in place to limit the best buildings from being made quickly, or cheaply,
[quote who="Gazz_" reply="9" id="2806731"] Quoting Kestral2040, reply 5Quoting docbates7, reply 2Toby - sounds great. are the specialists going to be a "global" resource ala the rest of the resources or are they city specific? global, people do move don't they? If "people just move whereever needed", population growth of a particular city would be irrelevant because every city could be balanced on the fly to house the desired portion of your empire's s
[quote who="docbates7" reply="7" id="2806720"] global, people do move don't they? works for me. actually i rather like the idea of having a massive capital city generating citizens, then (theoretically) shipping them off to the hinterlands so i can expand my kingdom. bwahahaha. but yes, like the idea.[/quote] actually I guess I kind of misspoke, its less like they are moving and more like a commute :) basically I'm saying on their
[quote who="docbates7" reply="2" id="2806699"]Toby - sounds great. are the specialists going to be a "global" resource ala the rest of the resources or are they city specific?[/quote] global, people do move don't they? ;) [quote who="Tridus" reply="1" id="2806697"]The specialist changes sound good. Is it going to affect the Egalitarian trait at all? (ie: more specialists because your female population can do things too aside from cook?)[/quot
Hey guys and gals, sorry its taken me so long to introduce myself here, been busy working on 1.1 content for you all. I am the 'less-exciting-than-Derek-Paxton' new Associate Producer on Elemental, Toby Sarnelle. :) For a little quick background on me: I have been at Stardock for a year now, however, I was just recently moved over to the games team. Those of you who have been around here for the last year may have seen my posts in the Elemental Army fo
ok I've been assured this has been fixed :) however, the serverside cache has to clear so it will be a minute before changes show up. Raven: its probably a local caching issue, try clearing your cache and refreshing (control f5 if in firefox or chrome).
I played Battleforge for a couple months off and on and I really enjoyed it, particularly the co-op/PvE content. If you like Magic cards (or other CCG's) and RTS's then I would say its worth trying out for sure.
there was a bug following the update yesterday for the announcement system apparently... it should be taken care of, try refreshing the page and you should be good to go.
also keep in mind that there are multiple people awarding points, not everyone sees every submission so they are not always judged based on each other. Plus the scoring rubric is subjective and will change from person to person. We are trying to make it fair but it can be tough :)
[quote who="Madmelodie" reply="51" id="2650055"]All I gotta say is that we've (the hubby and I) have two things planned for this contest that will be AWESOME. Also, quick question: I suck at drawing (though I plan on doing some fanart myself), so is it ok to commission art for the contest, like say, from a friend who isn't interested themselves but are willing to help me out?[/quote] yes this is fine so long as your friend is ok with it. [quote who="larrypeter
if you watch the videos they were edited and commentated videos of him explaining a bunch of the game as it stands in beta 2. A ton of content/work went into it and thus he got a lot of points. Yes, if you make an hour long tutorial/walkthrough of Beta 2 with tons of information you will get a lot of points too :)
[quote who="kryo" reply="38" id="2647656"]The deal with wishlists is that (at least some of the larger) sites use the number of people who've added a game as a major factor in determining article placement, etc. The more people wishlist it, the more likely others will have a chance to see previews and such on that site.[/quote] qft. Also for some other comments: Windisch: Digg articles count, however, to keep them focused we are just giving points for articles that are
[quote who="Aeon221" reply="56" id="2647908"] What gets points != what is done in the hopes of getting points This short termist Elemental Army campaign is so totally at odds with the careful and sensitive long term development strategy of this company. I hope that I can be excused a little cognitive dissonance in attempting to understand how one company could have such contradictory, concurrent, strategies.[/quote] this is just a short term promotion