What I read in all the drama surrounding Elemental is how desperately this fraction of the gaming community wants a good TBS game. There are so few, if any. This genre was largely abandoned in favor of interactive movies. However, TBS is the style of game that engages your imagination. I've waited years for a good TBS. I can wait another while this game evolves.
klaxton499
How is the progress on the randomly spawning shards after save/reload?
Personally I feel that city development and the high value placed on natural resources is the most complete and unique feature of this game at v1.06.
I agree that basic spellbooks should be given to custom sovereigns. True magic power should come from controlling shards and research. To make character creation more interesting they could expand the background and profession sections. Force the player to make more choices that shape their character. Forcing negative traits is also interesting since no one is perfect. We are all human. I would also like to see points alloted to equipme
Highlight a friendly champion that is near your city and hit the S key on the keyboard. Alternatively, you can switch to the Action tab and there is an icon.
It's been league of legends for me.
The beauty of an initiative based system is that mounted units would get more moves/turns. Since units get to counter attack, the mounted units are overpowered but they do get to choose when and where to engage. This aligns well with history.
It's true they often mentioned the professional writers and how the triggers had opened up a RPG style adventure. That said... I still think Sandbox is where the action is and where I hope the development time is spent.
Oh my; yes please. I would love this or a Mechwarrior style game. Unfortunately, I'm at the mercy of the mod community. I'm a consumer not a creator when it comes to these things.
English-language free-to-play market to grow to $2B by 2015 - Study Does anyone else find that funny?
You speak the truth! +1 for you
Can we assume by its omission that the spawning shards on save/reload has been fixed as well?
I do miss the old manuals. I used to be able to tell if I would like a game by the weight of the box. I'm not lying that was my barometer. I recently noticed something funny. Starcraft II had a note pad in the box. I'm pretty sure the only reason it was included was to increase the weight and thereby the perceived value to the person holding the box.
Agreed. In the south there is a joke with a punchline that goes... "his family tree doesn't fork". Well this family tree is flat as a pancake.
Actually he offers solid advice. A stand alone expansion in 9 months will warrant new reviews. Good reviews could attract new customers. But then again we aren't telling Stardock something they don't already know. This is why Mr. Frog has said on several occasions that they will support this game regardless of sales or reviews. They have long range plans for this new IP and TBS game engine. Even I'm going to shelve this game for a few patches and I've
2kyro OK I tested v 1.06. A fire shard appeared 2 squares from my first city at turn 48 after a save/reload of the autosave file. It is so early in the game I do not have the ability to harvest the fire shard. All of my research has been in Military. I think that confirms the bug still exists.
If you are looking for a campaign based strategy game, King's Bounty and it's sequel are solid choices. It's my understanding that sandbox was chosen to enhance the replay value. I prefer sandbox but my thoughts aren't the topic of this post. I agree the campaign isn't a campaign. It's really a tutorial of sorts. If I may, I recommend that you give the mod community some time with the tools this game provides. It has been stated many times that you c
That's why I asked for the option. Not everyone will want to use it. I like Voodoo's idea through that would work for me too. It's easy early game to keep track. However late game when your focus is away from home, it is more difficult to notice invaders unless you play on the cloth map.
2kryo I think everyone just wants more Soul in the RPG aspects of the game. This was also mentioned in Beta and highlighted as "message received" by Stardock management. It's not that this aspect was overlooked. This game just holds such promise that everyone is asking for more. We want a reason to care about the named Characters. We want to fondly remember three games ago when a child had a "winning" combination of skills and abilities. We want an
I haven't had a chance to play with 1.06 but I will tonight and tomorrow. I"ll post again if I notice similar behavior. I'll also intentionally save and reload autosave a few times to try and force a reoccurence.
Is it possible to mod in a % chance to apply the special effect?
I had a water shard spawn near a city in v 1.05 from a save/reload. To be more exact, I lost a child in a tatical battle so I reloaded the autosave which was approximately 3 turns old. When the autosave was restored a new shard was 3 squares from an existing city. Well within my ZOC for that city. No new research, no city expansion, no new exploration just BAM! new water shard. At the time, I only owned one functioning shard which just happened to be a water
As the title states, it would be nice to have the option to receive a notification when a hostile creature enters your zone of control. I'd like to know a bandit is headed to my mine before it is destroyed. I'll admit I can zoom out to identify these threats but for speed of play it would be nice to have another option.
I also agree with the OP. I hope Stardock considers that Abilities and Skill Trees are fairly common in many styles of games. Their introduction to Elemental would be intuitive. Even if it makes more sense to just give each random NPC a couple of abilites, that will greatly enhance the role playing aspect of the game. Finally, the current system where abilities are tied to mana is not working. It would be better to cap the number of uses each combat or bet
Special Abilities = Fun and Strategic Raw Stats = Effective yet Bland