Added, if I got the idea right. Satharn: it could be an idea to outright replace the sovereign levelling system with an essence one, "the essence is the points," and just give him the normal "hero" levelling system the other units in the game get in regards to combat. Not saying it has to be that, just that's also an idea as well. : ) We've got three different schools of thought on how to make essence related to spellcasting. The "attribute" wa
TCores
On my keyboard I have 118 keys. My mouse occupies an infinite 2D plane and has four keys. Between these two input devices, and the standard tasks associated with a strategy game (such as manipulating an unbounded 2D plane!) what does the controller offer that makes it good at handling a PC RTS? There's no reason I couldn't plug in my Xbox controller into my PC and "try" to play Starcraft with it. But I wouldn't enjoy it. On the other hand, I do know someone that plays i
What I wonder is how they'll manage epic battles with a one unit = one tile paradigme. If my thousand-troop legion of swordsmen and my thousand-troop legion of archers takes 2000 tiles just to field, what room is going to be left on the map?
I was certainly surprised to find out it was Turn based tiles. Looks like it was Telefrog and Tyjenks from quarter-to-three who started making the "what, RTS battles?!" comments.
Seconded! Screenshots seem to indicate it will be made out of plastic.
I'm fortunate enough to still play board games on a regular basis! I guess it might be a worry that if so many indie developers are putting out content for Elemental, that Elemental will have difficulty getting expansion packs sold. One thing I will say is that the modding community at NWN really embraced the new expansions. For people still playing the game there was a 99% adoption rate, which is insane for any game. I know some people feel that allowing users to create a la
To be fair it would be more accurate to say "pre-purchase"
Aside from the fact that it's usually me harping on the UI and the fact that most games are based on the player receiving information, considering it and then acting on it (and so that should be core to the experience, since otherwise they're not playing, they're watching), not all complicated mathematical simulations are necessarily difficult to understand and work with when you have computer aided displays, like you say.
[quote who="Raven X" reply="18" id="2632520"] There WAS a picture there as well. Another picture of the map. I didn't stay on it long enough to notice what other differences were in it aside from the one in the OP, but I did see Another pic. When I refreshed the page, the new pic was gone from Frogboy's response. I know my doc's got me on some serious drugs, but I aint halucinating...lol. [/quote] I believe you. I thought I saw a link as
I added in some suggestions and comments from your posting. I had much the same thoughts on the manacap as you did. I'm rather fond of Demiansky's Well of Life (and the descriptions) and would like to see an artifact creator done up in the Daggerfall style, adding in advantages and disadvantages with a net essence cost. Some essence spell suggestions, for things that shouldn't necessarily be possible with regular magic:
RavenX, I am fairly sure this is the same editor pictured here: https://www.elementalgame.com/images/Screenshots/Elemental_TileEditor_ZoomedHarbor.png Just set to "Resources" instead of "clumpy plant and rock decoration stuff."
I guess I hate to say this, but it's only fair that I do: even when the extremely awesome Beta 2 with its full graphical capabilities hit, it won't really be fun! It's still an unfun beta that will make you cry (but this time, only little tears) so if you're in the market for a game, you may want to pick up a finished game.
[quote who="Frogboy" reply="4" id="2632454"] 1. No micro expansions this time. Only full blown expansions. We plan to release so much "stuff" along with the community that "micro expansions" would get lost in the flood. Only around 5% or so of the assets available will actually be seen in the game. The rest will make their way in via the community. So the game will keep getting richer over time and we'll keep producing more assets after release to give away
A note: please don't start a new debate over whether X idea is good or bad! Each of these have their own threads already and there's no point in rehashing the pages of arguments over them. Instead this thread should be about refining ideas or coming up with new ones . You will almost certainly dislike some or perhaps even all ideas presented on the thread, but let's refrain from bashing them no matter how much they deserve
Lately there have been a number of posts talking about essence. A lot of things have been uncertain, like how certain things will work, and basic mechanics have proven that they need to be tweaked. I figured it's probably time to kick off the discussion again, so in order to avoid going over the old ideas, I'm going to put up a big list of things people want to do with essence already. UPDATED!!: At this point Stardock may not be wil
The fun thing about computers is we can do extremely complicated and awesome battle systems if we want - they can do all the heavy lifting math.
Beta is expected in 1-2 weeks on a thursday. My experience was that they charged me the same day of the release.
Two questions: Will you be doing expansions or microexpansions? Is the same tile editor we've seen screenshots of for editing city-built tiles? I see you're able to drop in critters straight into the tile: can you set animations for them, can you give them waypoints? Are they actual units or just animated additions? Are they scriptable?
Hah! Think about the modding possibilities if you know you can release mods to a dedicated community of 64bit users! Think of how huge you can get those maps, how many models you can cram in! I was hitting the 2 gb ceiling in 2004, finally getting away from it will be amazing.
[quote who="Frogboy" reply="5" id="2627789"]Game runs fine on 64-bit. But we are also working on a 64-bit specific version with larger worlds. [/quote] Now that's a reason to go 64bit on my gaming machine.
Oh, and add something like sweep if you want someone to hit multiple opponents: having multiple attacks means I'd just hit the same target over and over personally, to focus fire.
Terrain: make fighting from the higher ground matter, make cover matter, allow for fog of war in forests/fog Allow retreat with high losses to encourage players to attack each other rather than turtling until endgame Give pikes/spears reach to differentiate them from swords and allow stacking two deep, second row has 50% damage penalty Combat Speed on its o
I wrote a detailed personal experience in city build for 0.295 and I'll write one for beta 2. A new beta hasn't hit in nearly a month, and there's no point in writing something now when everything is about to change.
1024 horizontal resolution minimum has been confirmed.
I'm not sure how you can contend it's even a good idea on paper to have 9 players who spend the majority of their time in the elite sections of a game dictate the direction of the game for the majority of paying customers who aren't part of that elite. The level of social metagame the members of the CSM are at is leagues beyond what most players experience. This has been a little bit of an offtrack. Are EVE and Stardock's developmental processes emulating each other? Not even close. S