I'd go for having roads between two settlements etched out on a plan line in a 'surveyor' mode that you can enter and the road that is built over time corresponds to the highest level settlement it is attached to, so you'd have good roads between a class three and class one town, but a dirt track between two class ones'. That way you'd avoid low-level towns getting enchanted roads despite them consisting of two huts and a pig-pen. Additionally, things could be added via research such as -
leeboy26
[quote who="Cauldyth" reply="3" id="2545837"] Allowing resource tapping improvements, and them only, to be built away from the main city hub. This particular aspect gets a huge thumbs up from me. [/quote] Me too, it would allow raiding if pillaging is implemented, and therefore the option to garrison important resource improvements.
[quote quoting="post"] I guess there are alot of gamers that like to stay within a comfort zone, maybe that's what it is. But it deadens a game and makes it have no replay value. There needs to be features in the game that add some random variable to each and every new game you play. Like give players a new way of starting the game, through building their town, researching, etc. Find ways for players to take many different starting points, that can all have their
[quote who="Raven X" reply="38" id="2544931"] That's awesome. Go tell the Firaxis dudes to stop screwing off and get to work on that X-Com sequel. [/quote] Faraxis is working on an x-com sequel? I knew 2K were rumoured to be working on something but I thought it was Irrational Games?
Like it as it offers more options than fighting. Perhaps if you have enough gold they disappear from the enemy's forces and if you don't have the gold they are transported to a friendly city of theirs. 'Course there could be traits/diplomacy research/spells that affect this.
Excellent, just what I wanted to know. Is the pop of Tiehab 65 or is that the manpool? If so then I guess you'd need a male-dominated economically robust settlement to make a Battalion!
[quote who="Scoutdog" reply="110" id="2544727"]What is that thing on his hand, anyway? [/quote] Can-opener? When you're trying to establish an evil empire you need the protein only a can of Hot-dog sausages can give you. Beans tend to make your fellow minions sit far away from you come supper time.
Are larger unit sizes only buildable in, say, large cities or places with the relevent barracks? Or are they simply prohibited by cost/research?
My one hope is that there is an option that allows you to change the growth/building turn speeds of settlements in bigger games. For some reason games developers are very unimaginative when it comes to difficulty options. I'd prefer more than just 'easy' 'medium' and 'hard', give me custom options, damnit! (SoaSE was on the right track). I want to play a huge map that takes me real-time hours to build cities up, it helps emotional investment as well.
Having generic factions is less important than how truly differant they are in implementation imo. If indeed thay have their own spell-book, buildings, heroes etc and aren't simply reskins of other factions as we see in so many RTS's (sometimes for balance purposes, other times through lack of imagination or through the limits of the engine etc) and are fully fleshed-out and unique with plenty of individual flavour then I couldn't care if the ghost of Tolkien was designing the Empir
Looks good but no halflings? Who am I going to send on adventures against evil overlords? humans? Bah! Men are weak. The dwarves? They hide in their mountains seeking riches. Guess I've have to employ some immigrants with low expectations.
[quote who="Frogboy" reply="5" id="2534730"]. Incidentally, it has not been named yet so feel free to suggest names. [/quote] Mire Skath. The deadly Mire Skath is often the last thing venturers into the deepest Swamplands ever see. Only fire seems to keep the Skath at bay, and then only when it comes out at night to feed, or as the Swamplanders are known to say when travelling the deep swamp; 'Never venture far from
Ten factions is fine by me as long as they are unique as is claimed. Many games simply have pretty much identical units with differant skins just for the sake of balance. Sins of a solar Empire was guilty of this imo. I don't pretend to know anything about making games but a little imagination surely would give the factions a more unique feel. Company of heroes was a good example of this(even though it needed regular patching it was still great fun and felt you were playing
Procipinee is too difficult to pronounce. She shall henceforth be known as Porcupine.
Frogboy- Hang in there and wait and see how it works out before making judgments. It's worth noting that Civilization only has ONE race. Humans. Same for Age of Empires. Sins of a Solar Empire has 3 races. Starcraft has 3 races. Elemental is a bit different in that you will have the Kingdoms of Men (various factions) and the Empires of the Fallen (various factions of non-men).
Lady Sarah Trog-wife ftw.
(3) The target market for Elemental isn't the casual gamer. Instead, Stardock is targeting people who would like Galactic Civilizations or Sins of a Solar Empire. On the other hand, people who loved Disciples or Space Empires IV might find Elemental too simple. Is this accurate? disciples wasn't that complicated unless I'll getting confused with another
Excellent, spells maketh the game. Unfortunately this is a double-edged sword and many games simply end up a magic armageddon with other factors taking a back seat. I'd love for there to be a non/low/immune to magic faction to balance out the inevitable late-game spellfest. Maybe a faction based on rune/talisman creation? I appreciate the game is called elemental: war of magic, though.
The system sounds quite good but I'd like to see spells tempered even more such as- 1/ A research time rather than instantanious when spending points. 2/ A variety of creative spells that aren't primarily destructive in nature (fire, for example, could have the 'Fire hex' spell that decreases the enemy's blacksmith production etc). <span style="f
Just what I wanted to know. Races that are too derivative (orcs, goblins, elves etc) are ten-a-penny and is rather staid in games these days. However without any of these races it would be too human-centric and boring, especially in a fantasy TBS. Good to see there's a bit of differentiation in the lore, though I'd prefer it to be more pronounced than in Dragon Age Origins , for example.
So Urxen and trogs are fallen sub-races? Is there any more info on this i've missed?
That mouse could be like the Jason Bourne of rodents. He may break your neck as you sleep. Just sayin'.
Flashbacks to school in the first vid (except this time around I didn't fall asleep or throw bits of pencil at the Teacher when his back was turned).
Starcraft 2 is a shameless rehash that stunts rather than advances the PC RTS genre, along with Diablo 3. But that's Blizzard for you. Anyway, Elemental looks to be coming along nicely. Loved the structure models on non-cloth map.
Excellent. The fountains of Alearindi are some sort of monster-inhabited ruin ala MoM?