Bah this is very frustrating. I have been gone for awhile, and I log in to both Stardock Online store and Impluse and I now have zero games [e digicons]:|[/e] I sent an email to support. Heres hoping they can resolve it quickly without any teeth pulling required.
OutlawDR
Orks just want a good Waagghh. Gaining planets due to victory in war is simply a nice side effect in their mind. Chaos space marines are in it for themselves, so their motivations range wildly from individual to individual and/or warband to warband. Its not even about serving the will of the chaos gods. It more like the Chaos gods are simply powerful beings that can grant them powers if they play ball. Some CSM don't even actively acknowledge the chaos gods, while others are much
Well they were suppose to be simple. Im sure many entries were disqualified by default because of they weren't. I made mine way too complicated and in depth. I was planning to go back and shorten it, but didn't have enough time .... oh well.
Scritty ...what the hell are you trying to achieve here? You're just coming off as an ass quite frankly. I'll be the first to say that SD made a lot of mistakes with WoM. But continuing to shove it down their throats with this condescending "I am always right" attitude is not constructive and isn't going to get you anywhere.
I personally didn't really like Dragon Age. I played a few hours into it and just couldn't motivate myself to go on. Hell for all it faults, I spent far more time playing EWOM
I have the same problem on firefox and chrome....but only on the very large entries. I'm unable to scroll to the top part of the entry.
[quote who="Derek Paxton"] ....... Trait selection at level-up should be a fun 10 second decision, not a deep 3 minute long consideration as it would be in an RPG. ..... So instead of making a skill system that player are planning out and have long term goals. We have a skill system that makes the moment of levelup as fun as possible. Then it can be forgotten as the player gets back to the main game (which isn't about leveling character X, unl
Hah! Stardock never fails to disappoint my faith in them. I haven't stopped by the website (or played elemental), since shortly after release. But I always had the intention to return, and, of course, find that Elemental is back on track. And sure enough it is. Getting Kael on the team is almost surreal, heh. I might have to start playing again once one of these upcoming patches comes out.
I searched the forums and didn't find a thread of people posting their custom made tiles. Frankly this is one of the things I'm most interested in. If there is such a thread, please link it here and disregard this thread. If there isn't, what the hell? Start posting.
I smell a troll
I really like the idea of needing to use DC to declare war and force a cease fire, as this is something that will work in both SP and MP. Im not too fond of the use of DC that will only be viable in SP...but I can live with it ... as long as there is a good use for it in MP. To declare war on a player (NPC), a player spends DC which is modified by several factors (mimicking RL, to declare war you must convince your people that its a good idea....and the DC is spent to convince them of
[quote who="Lord Cobol" reply="3" id="2688393"]I got really tired of corruption & rebel-spawning in Rome Total-War.[/quote] It was annoying. As soon as you took out a rebel another one popped up. The rebels were always a small force, so it was always auto resolved. And it was constant and boring. I rather fight larger but less frequent rebel armies. Its less pain in the ass, and more intense battles.
I really like the second part. the fist part I'm too sure about, I think if they fix up the current Arcane Research it would make if a lot more user friendly
[quote who="Frogboy" reply="17" id="2687872"]I like the idea a lot. We wouldn't be able to do this for 1.0 or even 1.1 but someday in the future we could look at this.[/quote] Im very glad you think so too Brad. As far as the current system. I think a quick cosmetic change would do wonders. Instead of inns as the quest starter, have fire camps of wondering travelers, temporary makeshift settlements, a broken down caravan/injured person in need of assistance. Just so it m
To put it as plainly as possible, what the devs would need to add is simply the code for the game to randomly select a building from the appropriate type. So if you build a house, the game will randomly choose a house from your "house folder". Presumably you have made some of your own, so there will be many to choose from. If you haven't, then the game will simply choose the single default one made by the devs. Its a good idea.
Interesting set up. I just wonder if the AI could make use of this. Seems simple enough that it could. [quote]The reasons I don't like the idea on penalties to Range weapons and Spells when there is a melee unit next to the unit casting/shooting, is because there are no secondary weapons, nor do I want secondary weapons.[/quote] Mmm, I was sure they intend to give units secondary weapons. I want to give archers a small dagger just in case. In fact I WANT to make an UBER TANK M
Yup, add me to the list that agrees with the OP. I think the benefits of expansion should be in creating more mundane units, access to more mundane resources, denying others access to certain areas, and of course the fast travel with blink/teleport (useful for quests). I think the current way of attaining tech and magic should simply be ONE way to do it....and not even the main one. I'll list some other ways a player can gain research and magic without
Completely agree with OP. I really don't like calling them "inns". Just seems like standard fantasy cheese. I just think of them minor settlements. There are several threads discussing how inns right after the cataclysm is a bit of a immersion killer....but I agree that they should act as a standard resource, can be improved by players, give out multiple quests, and gain more as players level up their quest tree. Immersion wise, I'd like to see them initially as struggling mak
I'd also like to a see, eventually, a robust fort/castle system. Something that can start off as a small fort protecting a resource, but end up being a citadel (with enough tech research and construction)... and maybe being able to convert it to a city later on, if the player chooses to. Maybe even allow Hadrian Wall type forts and walls to fortify land. I messed with this pictures just to see how this could look. <img src="http://img716.imageshack.us/img716/4362/fortwall.png" alt="ht
[quote who="Frogboy" reply="12" id="2671022"] Shards = The primary way a faction can increase the essence of their units. Restoration = A way a player can sacrifice essence to get fertile land. [/quote] I meant to reply sooner, but summer events made me lose track of it. In the recent journal you mention that "essence=mana cap. Nothing more or less", and it reminded me of this thread and the one linked at the top. I'm very eager to see whats in sto
[quote who="Autarkhos" reply="9" id="2670817"] Quoting ddd888, reply 8NO, we discussed long way how shards are too much powerful and needed, surely there is something to improve in the shards gameplay but its absolutely not their strenght, shards already do too many things But, they don't. They WERE involved in too many spells, but now they aren't.[/quote] Right, shards were seen as too needed for casting spells. THAT was seen as not entirely fun, since you never knew
[quote who="funkmanrules" reply="2" id="2670447"]Sounds cool, but I think that for the essence part you should slowly gain essence (not just an immediate gain like now when you level up) when you are on personally transformed territory and got a combat bonus, because you have a magical connection. Also shards should be able to slowly regenerate land just by itself due to the incredible magical power, making it easier to transform that land.[/quote] I gue
[quote who="Wintersong" reply="21" id="2670461"]I don't like the idea. The only magical "presence" is in the Shards from which the channelers get their stuff. Plus it going totally contrary to "make a sacrifice to revive the land". Ahout Essence being broken, I haven't been able to test too much lately so I can only agree that something seems missing but cannot go beyond that comment.[/quote] Don't like it because it won't work/not fun or because it goes contrary to a pre-conc
I was originally going to post this in the Essence is Broken: How we might fix it thread , but it was too off topic and risking thread high jacking. I really liked that OP's ideas, and I suggest you read it. However, there are two
I was finding it kind of odd that the game is called elemental, yet most spells were not even be tied to them in any way.This would make various parts of the game a lot more consistent with each other. I support this.