monsters are cool :D also the influence looks promising, hope we can test it this week
ddd888
lol so poor minds around here
[quote who="Raven X" reply="70" id="2679948"] Did you see some of the First screen shots of Elemental over a year ago that showed Huge Armies? If someone saw that and that's what they were expecting, then found out the game Didn't have that before they made their purchase, they might change their mind and not buy it. That would decrease sales.[/quote] well the argument of expectations makes sense but im sure stardock will show real pict
[quote who="Raven X" reply="69" id="2679943"] My honest opinion, the Total War game's battles are a LOT more fun when you have bigger armies instead of just a few units. That's just me though. [/quote] well i didnt like total war tried it and got bored after 2 battles that just me
[quote who="Slainangel52" reply="66" id="2679936"] Quoting Raven X, reply 63 Quoting Frogboy, reply 62It's moddable. if you wanted to, you could have a million people on there. It's just XML and a number. WoooHooo, Thanks Chief Ok Annatar, I'll be quiet now and sit in my corner and keep my crazyness all to my-self for the day Ok now that it's officially moddable, how do you balance a dragon or a champion against 1,000 soldier units, whi
[quote who="Raven X" reply="60" id="2679907"] Where # is the number of actual soldiers displayed in a unit on screen. I want to know if I can simply edit this in XML or Python or whatever....or IF it's Hard Coded with Cap Limits. It's really a very simple question that they shouldn't have a problem answering. By this point also I'm pretty sure I'm not the Only Person wondering one way or another. This is a Major Factor and selling point on the game to me and I'm guessing to some others a
[quote who="Tormy-" reply="51" id="2679852"] Froggie, I am pretty sure that lot of players would love to play those epic battles [10kv10k for example]. . [/quote] i dont tbh never found a combat more fun based on how many units there were but ofc my opinion like yours is based on assumptions since we have no clue bout elemental tactical battles myabe in here it would be fun, who knows
[quote who="tesb" reply="2" id="2679220"]always those small screenshots that can't be made larger [/quote] yes i vote for better screenshots too :P
[quote who="porternielsen" reply="35" id="2679206"]It looks like skills are "spells" and if you want a unit to only be able to use it a few times you make it cost "mana". I am curious what the work around is for a skill that you don't want to take away from the mana pool, but only be able to be used like 4 times. For example I have a spider mage who can cast spells, but also want him to be able to shoot a web without effecting how many times he can cast spells, but he c
[quote who="Tridus" reply="70" id="2679209"] 2. Time limits. You get say 10 seconds per stack to move, which for a full army would be nearly 2 minutes per turn. If the time isn't configurable, some players will always dislike it.[/quote] if time is set correctly no one will dislike it ofc you need a function of units/moves/magics/ etc not just a fixed time [quote] 3. Don't worry about it. Obviously t
[quote who="marlowwe" reply="63" id="2679176"] RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist. [/quote] first of all i dont see the relation between making decisions quickly and strategy strategy is about making that RIGHT decision, not who makes the same decision faster second even in turn games there is a time, we never th
[quote who="Austinvn" reply="60" id="2679158"]Random maps are very important for multiplayer - it'll seriously hurt replayability if the maps are hard coded. I realize that balancing a random map up to multiplayer standards is an added difficulty, but: a.) better overall map balance (and particularly starting position balance) is a good thing for singleplayer too, it's not a sacrifice just for multiplayer, and: b.) imbalanced random maps are better than not having them a
the basic idea of towers around the world could be interesting but not in these terms, it needs something more also im not totally sure about not spawning monster, i rather have a "bunker" to defend from strong attacks or maybe a mage tower with an aura helping you but preventing any monster is a bit too much :P
[quote who="LeBlaque" reply="21" id="2679077"] My starting point will potentially force me to play the game a certain way, such as if I spawn near the "ancient temples" you allude to. I would rather not be forced to play a game a certain way-- I'd rather have some flexibility. This can be addressed in two fashions: ONE: A pop-up screen during game creation whereby it is asked, "Do you wish to primarily spawn near: 1) food, 2) magic, 3) etc. 4) RA
[quote who="Frogboy" reply="19" id="2679028"]The core issue that I think all these games have in common to various degrees is giving players the ability to conjure up their own resources from thin air. As soon as you do that, you are basically making the game about cranking out the most cities/colonies/outposts/whatever. [/quote] yeah civ ai also suffered from that, they were all espansionistic in the end, even if traits were different, and player was fo
yeah its very clear now all sounds interesting and well thought, it should give the game a good boost in strategy and fun (building 55 libraries and temples and markets isnt fun but tedious sometimes, even civ and mom suffered that problem sometimes) looking forward to next beta (even if im still testing few things in this)
if i understood correctly modded games will ALWAYS be available and with WHATEVER options you want i think frogboy was talking about base, normal ladder mp also if i understood right there will be rooms
i have no idea either since its not clear what to expect from release i agree on the guy talking about MP since sadly frog said mp wont be focused so much, im pretty sure he can use some focus later for the rest, i suppose balance will never be enough
yup, lan its an old concept[quote who="Bellack" reply="35" id="2678738"]I have a request about multiplay. If you put something in Single play that could be interprited as "unbalanced" by some anal balance freaks out there, could you please still have it in multiplay but just allow it to be disable by us. There are some of us out here that want to multiplay the Single player game no matter how "unbalanced" some may precieve it. Thank you. I just started playing the beta recent
[quote quoting="post"] Q: What is Stardock’s position of Elemental’s multiplayer? A: Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) rather than monkey around with trying to get players to connect with one another. However, Elemental IS a single player game that happens to have multiplayer. Out of the box, Elemental’s multiplayer will be essent
[quote who="Anomander" reply="28" id="2678671"]It really pains me to read that MP and TB are token efforts, this was the only reason I preordered and now they are relegated to lets see if people want them expanded after release. Nowadays MP is essential imo.[/quote] yeah i am more of a online player too and id like some more love, also multi imo doesnt really need a lot of resorces but lets not forget they worked (and spent money) on servers
sry double post
[quote who="Frogboy" reply="10" id="2678557"] 1. The current general system is there to stay. we're obviously not going to change it in Elemental 1.x.[/quote] yeah ofc, like i said the problem is not in the system, system is good, its what you research (at this point) the problem [quote] 2. The general balance of the tech system has NOT been implemented. 3. There are only two tech trees in the beta (as
[quote who="PyroMancer2k" reply="4" id="2678241"] Adventure Honestly I think the who Adventure route could use a little more work. But as far as someone taking the Adventure route while still having food R&D I think there are some ways this could be achieved. First off I think it would be nice to have tech rewards for goodie huts, ruins, and quest. Now a full tech might be a bit much but finding say a scroll that gives you X amount of R&D in either your curren
thats a thing i was really expecting! special abilities made the fortune of kings bounty while they werent really available on mom(just a weak and bad version) hope elemental can get a nice variety and fun out of them to make tactical battles intriguing like kings bounty and evolve the combat of mom into something even better are these available in next beta with the first tactical battles ?