I remember reading that the non beta Elemental would be able to be played offline if one wanted, if this is till the case then one would only need internet connection for the patches and updates and the installation of impulse. But once patched the game would be able to be played offline right? or will one have to play online all the time to have the patches and updates take effect?
TarponCrest
[quote who="Tormy-" reply="139" id="2627759"] Just marketing my old idea: I think now only "monster" should have an own agenda, your hired heros/governors/children should also (be greedy, hunger for power, ...) That would be way too RPGish for a strategy game. Don't get me wrong, I like everything, what enhances the gameplay, but I am trying to be objective in this case. [See things from the devs perspective.][/quote]
[quote who="Demiansky" reply="60" id="2627647"] Quoting TarponCrest, reply 59I am glad to see that I am not the only one that sees Elemental in this way I sure hope there will be dungeons for that will give us the tool for modding many other things that may not be practical for vanilla Elemental. Nice Goldstripe Maroon Clowns, BTW [/quote] Thank you, but I wish I could claim it was mine I have a big "seabay clown" that will not let any other clowns in "h
I am glad to see that I am not the only one that sees Elemental in this way I sure hope there will be dungeons for that will give us the tool for modding many other things that may not be practical for vanilla Elemental.
I love the direction this is going ( I have since day one). One note for dev's and Frogboy I think that if you wish for two or even three years or beyond of evolution of the development of Elemental it must have a very good and MEMORABLE foundation so that the first time player including those from other play styles will be keen to seeing its potential and become involved in the evolution of Elemental's future. There is nothing I have seen so far to suggest this is not the direction Elemental
[quote who="Leo in WI" reply="32" id="2625307"] Quoting Aractain, reply 31 why do you have a cat in a box as an avatar? Cougar crossing ?? [/quote] LOL Wintersong you truly know how to keep things fun, interesting and informative at the same time... to funny what is next Frogboy crossing? lol
a thought... every summon that dies damages the sovereign himself and it cost mana to have them summoned. So being careless with your summons could potentially kill your sovereign (you loose). So this way you can have as many as your mana can afford but be mindful that to many at once could kill your sovereign should you loose them all in one turn/battle.
Oh if Stardock makes the game flexible enough there is a huge audience on the side lines from dungeons and dragons that will be keen to this game and its mechanics. So I am sure there will be many many mods for D&D if not full campaigns based on the well scripted and time tested PnP games. Elemental has the potential of being a master platform for world wide participation in the PnP genera games. In NWN most of the PnP fans biggest complaint is the RTS (Hack and slash feel that has made t
Many aspects if not all from the original poster deserve a close look by the developers.This seems to be an area most games fall short (in single player mode) because the AI just can't "calculate" all the different permutations the cunning and at times devious human mind can. In most games this aspect of the game I have always ignored (single Player) because I knew that if I ever needed it I could always get my way (lots of gold never fails). Now in multiplayer lets just say I have met some p
Algorithmically random quests generated by your actions over the course of the game would be nice as well as the other kind of encounter/choice *you are in the right place(or wrong place) at the right time) that sort of thing. Example I am a druid and happen to go on to a tile that has a circus holding caged animals. A quest can start using randomness depending on what my choices have been during the development of the game and prior quests will determine what kind of quest it wil
upsss double post sorry
Good stuff! I am starting to think that there is a surprise in the works over the way the tactical battles will be handled for it is being kept out for now (Surprise us "Frogboy" with some new awesomeness like you did with the spell editor). Off topic of sorts but... I been wanting to pre order but noticed the warning that I will not be charged until I actually get the game. I can be like an absentminded professor and well I rather just order when I can be charged so I do not fo
[quote who="Tasunke" reply="172" id="2622105"]Ya know, THE EMPIRES is beginning to remind me more and more of the Imperium of Man. You have the Imperial Guardsmen (grunts without any experience gain) ... you have the Space Marines (SuperSoldiers bred for the part) and then you have the Psychers, Adeptus Mechanicus, and other such people *specially born* for such roles, or in other ways fit for their duties due to ancestry. Then there are the Champions/Family m
[quote who="CapnWinky" reply="24" id="2622438"]Great ideas in this thread! Not too get so far off topic but I want to see "Create an Artifact" spell as well (like in MoM). All in all, I support any "in game" editor that is tied to the magic system![/quote] I am not against "create an artifact spell or forge but PLEASE use your most skilled developers to properly balance such. I say this because I often find that once one can create things in game it takes away any
[quote who="Climber" reply="120" id="2622415"]PawelS, Are you the same PawelS at my AOWSM days? "I think it would be more fun to be able to keep cities of other races, like in MoM and AoW." This is the real question. No one want to play just 1 fraction the whole game; but if you can utilize whatever race/fraction you capture, your starting race/fraction does not matter, because you end up with a broad mix of fraction anyway after the mid game.
[quote who="Tormy-" reply="38" id="2621545"] Quoting mormegil, reply 37Im hoping to get one more pass at the UI of the particle workshop, before it gets into the hands of user, at the moment is very "Designed by engineers", however that dose not stop it form being awesome. Good to hear. Now mormegil...once you are done with it, don't forget to start to work on your next project: The creature creator for Elemental! [Something like what we had in Sp
Frogboy not sure if you and your team are as brilliant as I think you may all be or your'er just modest but non the less, may it be marketing or true love of what you do I am glad you have taken this undertaking "all in" it has been LONG OVERDUE. I believe that if what you are creating is that flexible and "fresh" as you say it is, asking for a bit more of an investment from us in order to insure the project does not get rushed and finds success; should not be out of the question (at least fo
more choices and customization yea bring it on! I am game! thought something tells me so much customization in so many different yet interconnected areas is got to be driving the deves crazy as to how to best implement it and not become grossly redundant and imbalanced.
I peronaly always requested in AoW to turn off building growth to prevent the exploit of resources by just conquering every lvl 1 city in the map and spending your resources to grow it fast knowing that it would come back ten fold thus allowing building of more and more and more and more which incidentally added to your max population and just made it no fun to play maps that were full of cities that one would just teleport from one to another instead of actually having to travel and think st
[quote who="Frogboy" reply="1" id="2619193"]Just one minor example. With the beta, it would never ever have occurred to us to have a global resource system. Every city having its own resource pool has always been how it's done. If not for the beta testers debating it we would never have considered something new and interesting like this which has led to a much "funner" game design. When the reviews of the final game come out, I think the importance of having beta testers involved as early as
I been thinking of an alternative to mass teleportation and was wondering about some sort of transport units that allows one to load an "X" amount of units and can travel long distances in one turn and should they get ambushed they will be at a disadvantage because they are in the transport and caught "flatfooted". AOW has something like that but it was not well thought out thus was not practical nor properly implemented (had to many ways to exploit it and teleporting was always a better way
[quote who="John_Hughes" reply="95" id="2618073"]Quoting Tormy-, reply 84 Quoting Frogboy, reply 83 Had they not done so, the maps would all have had to have been larger and this in my experience tends to lead to 'hinterlands' syndrome- cities far from the frontlines become completely ignored and never really threatened, making them simple cash cows. The solution for that would be to have magical spells to create rifts or have moon gates or something. Mass Tele
Thank you for making this Wintersong! Most helpful! [e digicons]:karma:[/e]
[quote who="Frogboy" reply="46" id="2618063"] Quoting Tasunke, reply 45But the AI can't win if it has no one to play against ... and other AI don't count. It counts for me. When I "play" Galactic Civilizations it's primarily to watch the computer players play against each other. With Elemental, I anticipate other freaks like me to do that since users can define their own AI personalities, assign them to players and then watch them fight it out. You humans
This is good news. Elemental sure bringing a big punch for the money. I hope it will be as user friendly as possible (with in the scope of things of-course. Will this feature be accessible from the editor or it will need more advanced tools to implement?