Ross, I like the game, but they're right. If a hotkey does not work, it means something is broken. Broken things should not be things you're required to adapt to, they should be something that is fixed. He's a new player voicing his opinions on how he feels the game is presented. In all honesty, if he's someone capable enough to get to these forums and make a well written post (emphasis on HIM (as opposed to you) writing a well written post) on how the game is very new user UNfriendly, then i
Paradoxical
Hey guys, I'm one of the many beta testers and was very critical in the posts I did make - can't help it, sycophantic platitudes disgust me - all throughout. Whilst I am looking forward to playing Elemental more over the course of the next few weeks, I can't help but get the feeling this is beta 5, I wish it were not so, and I'm not just trying to complain, it's just how I perceive things. I've noticed a few things peppered about after playing around 3 or so hours. So this is re
With regards to changing battles from TB to RT, remember that Frogboy has repeatedly mentioned considerable costs were associated with overhauling the system. High costs means high man(or woman)-hours, which means it's not just going to be a simple matter of changing a few things around in python, it would require a considerable amount of rewriting and new writing, as well as defining new things such as unit abilities, spells, unit stats, and pretty much everything else about the game. It wil
Genuinely Impressed, I had concerns over the use of shards and the depth of the research system and it's starting to look like that paid off. Good job guys, and kudos to you and the other devs Frogboy, for keeping us up to date even at this stage. Regards, Paradoxical
[quote who="Maelkor" reply="13" id="2713989"] @paradoxical on beta stability: It is true that all betas have bugs etc....it has also been my experience that there is no great change between the end of a beta(last stage) and the first release version of a game. Therefore if a beta is really buggy and unstable I expect the first release version to also be very buggy and unstable. For this reason I never ever buy the argument relax its just the beta unless its early beta with plenty o
Don't worry, betas are always buggy (show me one that isn't and you get a cookie), and remember the sources of crashes has decreased dramatically with each version. This being said, the introduction of both the full game engine and subsequently tactical battles has introduced new bugs and such that the team has dealt with. The big culprit has been the memory leak, and if reports are correct (which I'm sure they are) this has been dealt with. Have faith, and remember that betas are NOT
It seems clear that this is referring to a Might and Magic game, NOT a heroes one. I believe the current heroes being worked on is that god awful MMOTBS idea that should die. That is all. Best regards, Paradoxical.
Also, as in that picture with the elemental (this has been mentioned earlier), spelling mistakes in the final (day 0 or no) will not be tolerated! [e digicons]#:([/e] Love you guys, Paradoxical
Frogboy, I know the few posts I've made of you have been very critical and lacking in platitudes, but I really do love you guys at Stardock and everything you do. Your development ethics and the processes you use are simply amazing, and I'm honored to have been a part of the Elemental beta. Expect me to stick with you guys for quite a while. Platitudes aside (because I really do find them difficult), let's see if the team can meet all of the challenges still remaining fr
[/quote][quote who="Archonsod" reply="2" id="2701700"]How about a starting spell / ability which deducts one or two essence points to create a gold mine, iron mine, horses/wargs or fertile land. Perhaps with more powerful versions available with magical research (i.e. at level 2 you can create libraries for 4 essence, and perhaps a level 3 which lets you generate wheat or even shards for 6 essence). It would be a neat way to overcome the vagaries of the random maps to s
Agree with this totally, as originally the land part was really one of the big things for me. It got me thinking of AoW and how each different team practically had its own terrain type (snow, desert, wasteland etc) - which added to the cosmetics of the whole thing but also influenced mechanics. It feels really cool when you have the power to warp the land around you to meet your demands, and it also gives you a vested interest in the world itself. Right now the sovereign isn't u
Althought it is pretty impressive, it's likely just a bugfix for a few things they missed or thought would take longer, it's not really a true new beta version. Good job though guys, Paradoxical.
[quote who="Tasunke" reply="32" id="2687283"]Well, we already have all the pieces from the past ... its just time to place them on the board right. Frogboy was right imho ... its not necessarily a game that is "revolutionary" as much as the next step forwards. Instead of just A, B, and C ... the game also has D-Z (or will anyways), thats my take on it[/quote] My biggest problem at the moment is the game is just A, B, and C. Nothing is new, and a lo
[quote who="StevenAus" reply="29" id="2687212"]I am a bit worried about this. I think a game needs to be significantly highly rated to attract the most people who like modding... What do others think? Do you think there will be enough people attracted to modding of Elemental after release and reviews? Best regards, Steven.[/quote] The people who create the best (read "only good") mods are the diehard fans. Yes better reviews and su
As optimistic as this is, and is very commonly synonymous across all media platforms (Twilight and Avatar are the most salient examples), quality is sadly only a small part of sales. Elemental is a very niche-oriented game, and such will not even come close to becoming a top selling game like Super Mario Brothers, Sims, Tetris, or any of the basic Wii games (Sports and such) - simply because these games are accessible to anyone and everyone. Also, and probably most imp
The AoW tac system is still without a doubt one of the best tac battle systems implemented so far. At the moment my big worry is that the current system is just too simple. Whilst I would like to have great animations and sexy looking battles, I would rather complexity and depth, even just depth. Right now, and even with added abilities, it's just too simple. Also, the fact that kiting is so easy is just ridiculous. Best Regards, Paradoxical
[quote who="larienna" reply="8" id="2685036"] In fact, the new system is the problem. Because to gain more research or more magical power, you need to control more ressources which means having a larger empire. So my suggestion is according to plan A or B on the original post, [/quote] Sadly, you're correct, as the new system, whilst a step up from how the city design has been implemented previously, is just poor, although a bit of this is due to the map gen. Whi
Hopefully, the new resource based city development should deal with this. See Brad's 3B video, hopefully will allay all or most of your fears. Paradoxical
[quote who="Frogboy" reply="17" id="2678999"] Now, all this gets to the second issue brought up in this thread and others and that is that right now, you build everything in every town. There's no real sense of specialization and every game feels the same. In Galactic Civilizations, we solved this issue by having planets be the place you started "cities" (colonies) and those colonies would have uique resources that lent themselves to specialization. In Element
To MxM111 and anyone else worried, Have faith that the guys at Stardock know exactly what they're doing, and yes, their internal build would without a doubt be much much further than what we're getting. Whilst the beta at this stage is still rough and certainly lacks polish, I have never really played a polished beta, and the few that have been close haven't really been true betas of the nature that Stardock is pumping out here. I think you'll be amazed at just how much Stardock
[quote who="Frogboy" reply="10" id="2678557"]There's a few things about the technology system that are worth discussing I think. 1. The current general system is there to stay. we're obviously not going to change it in Elemental 1.x. 2. The general balance of the tech system has NOT been implemented. 3. There are only two tech trees in the beta (as opposed to the 3 for v1.0 and 10 for v1.01). 4. Beta 3B will have a significantly different tech tree.
[quote who="AdmiralDan" reply="2" id="2678033"] I also have another suggestion. Not sure its a good idea, but I still would like it to be discussed. Make research take longer after each breakthrough, not only in one of the 5 techtrees, but overall. So, if you get a breakthrough in civilization, and the next tech costs like 50% more researchpoints, then the next tech in the other 4 techtrees cost like 20% more points too. I dont like the fact, that I can change to another tech
Before I begin, I'll preface by saying I understand that at this stage what we're getting is only a bare minimum of what's to come (hopefully). Also, I'm Australian, so I apologise if my liberal use of the letter 's' (or spelling in general, for that matter) offends anyone. At the moment one of my biggest concerns is the current research system, as right now it shows little variability. However, this being said, although we've had it since virtually the beginning, the res
Howdy, I made a post on this bug earlier with a pic. Seems it's quite easy to build fisheries and harbors on land still. Figure the guys know about it and they'll get around to it.
Hey guys, As can be seen below, I've somehow managed to begin construction of a fishery on land, in the middle of a field nowhere near a beach. It's still only in construction and at the start of the turn it's supposed to complete construction my game crashes (this is definitely confirmed, I've tested it a good number of times), so I'm thinking the game is recognizing that something is definitely wrong with the placement. It's also worth noting here that there