[quote who="cpl_rk" reply="4" id="2806110"] Quoting GCFL, reply 3I personally think the problem is not in the quality of the code (in most cases) but rather the huge variances in hardware that simply did not exist 10 or 15 years ago. Then modern devs or software companies need to increase the size of their QA department, number of testers, or add to whoever it is that is responsible for covering this aspect of quality ... which they don't do becaus
Tydorius
>.> "three massive empires arouse from the asses" I laughed at this.
I think it'd be interesting if heroes that had armies at the time of a kingdom's demise attempted to take a city for their own even, as a city state or minor faction. Most fantasy worlds have such heroes. Or even mercenary armies.
JimKnopf was asking about the adventurers that the sovereign hires, not the sovereign itself. As in, when a faction dies, what happens to all the adventurers they had hired? Do they vanish, as they did in his game, or are they supposed to return to hireable status? Edit: I meant <a id="ctl00__Content__RepeaterReplies_ctl00__LinkUs
I agree with these items, and some things, like magic, are being reworked for 1.1. I'd add a bit more specifics on the NPC section. Why are all NPC's either hostile or looking for jobs? I originally expected the game to have bands of adventurers that would enter a lair and cause havoc, that operate separately from everything else. People you could interact with but could not hire and were not hostile. But the only options I've seen for any NPC is 'Hire me
I didn't mean anything by my post. I just saw a comment on a dead horse and thought I'd interject a more visual response. But city spam is a problem that will hopefully be sorted out soon.
Karma is more useful than XBox Live achievement points. I wish there were an exchange somewhere so I could cash mine in.
^^ Glad I could help. But seriously guys, this is srs bsns . I think this thread is done now. Any one second such a movement?
-Edit: I quoted the wrong post. In response to the post about him not seeing the specifics while browsing the forums in regards to multiplayer and the like, I preordered the game based on things that were in the forums but not spelled out on the purchase page or on the box. But the forums do not count as advertising, which is what he is upset about. The forums are the community. Few people will be going into a store and looking at ga
Upon reading this, I understand where he is coming from. And I notice at first people were agreeing, but these posts have gradually degraded into a "You're a troll" or "I don't understand why you're against Impulse" etc etc. So I am waiting for a response from Stardock before I post any opinion, and I'd suggest anyone wishing to merely post something about this being a troll post or the post themselves just causing trouble hold their opinions until then. This post was o
My opinion? Click here to see it.
I don't appreciate the fact that just because we don't believe people coming onboard after the problems are fixed should get free stuff like those that supported the game from the beginning, that makes us fanboys. I believe in the game and I'm enjoying watching it evolve into something better. It's actually a new experience for me to see a game change as the players will it to do so. It's almost like I'm getting half a dozen different games over the course of a few mont
Herston beat me to the punch, looks like. That's what I get for being long-winded.
They're already willing to give out the first expansion free to those that obtain the game early enough. I was a collector's edition pre-order, but I have confidence that the game will eventually be worth what was paid. Lowering the price could hurt an already hurt Stardock. They've pretty well written the game off as a financial loss but are still committed to fixing what is wrong with it. So technically, whatever price the expansion goes for is going to be something that we wouldn't
One thought, if there were such rare and wonderful artifacts, what if you could choose to either give them to your arcane research to chance learning how to duplicate them, which could either give you the chance to be able to equip soldiers with said items, destroy the item, or perhaps gain a free spell or some research points towards whatever you're working on? Even special building unlocks perhaps? Just a random babble.
Honestly, if we go with something like this, then we could even have other options like miners, craftsmen, and production-boosting options. This would make it so that adventurers that generated things like mining bonuses wouldn't have to be stacked in a city and could be moved to say, newer settlements to help boost growth.
Just remember that one thing the minimum requirements don't mention is that the resolution (At this point in time) needs to be 1024x768 minimum. There are ways around it, but if you can spend a few more dollars and not have to worry about it or wait for a UI mod, then why worry? Just know that one of the main problems with the launch of the game, the out of memory crashes, can still occur. I have to watch my task manager to make sure Elemental isn't approaching the limi
Random thought: Ammo types? For both archers and siege? Flaming rocks, smaller stones, big stones, maybe special weapons that are useful against elemental giants? (Barrels of water for fire giants? Things like that?) And if we have ballista, then different ammo types for things like fighting demons (Silver or magically runed heads on the shafts?) Just another thought.
Perhaps we could have military growth added to the options for city level up? This would create a butter or guns choice that would help. Since we can choose to specialize our cities in money, tech, or magical tech, why not military production? In the real world we have cities geared more towards military, just like we have college towns and industrial towns.
We'd discussed this a little and Frogboy said he was interested. If you've not already checked that thread, it's at https://forums.elementalgame.com/396274 Frogboy actually mentioned having an XML list of names and having the generator pull from that so we could do customized faction city names, etc. So you may want to wait before putting effort into this in ca
Before I start, I'm sorry if this has been mentioned before in this thread, but this is my collective thought after skimming some of the ideas. My thoughts on the food issue, which in turn affect city spamming: -Get rid of the food resource tiles. -Create something similar to the 'create settlement' button that would create the farm improvement on land near water, or create an irrigation system. Make it so that this improvement only generates 1x fo
Trebuchets? So would that translate into artillery type units that would take a turn to set up? Or would they be just as mobile? And if we have catapults, why not ballista? That'd be handy against a dragon or a troll.
Has anyone else noticed the floating trees during the ending sequence? (The castle that gets lined in, then there's a few images that slide across eachother to give the image of motion) The bottom image that slides across has a hill on the right side. On the left of the top of the hill it looks like there's more trees than there are hills. I have a screenshot if that helps, but I think I explained it right.
If you have XP you can enable the display of non-supported modes under the advanced options of your Display Settings. This will pass the 1024x768 test, but I still have errors past that point with a black screen and crash to desktop. After selecting the 1024x768 option you just move your mouse to the edge of the screen to make it scroll up or down.
As far as the sovereigns going "What the hell, let's do this", I just renamed them all Leeroy Jenkins and let them have at it.