the above answers have been enlightening, I was under the impression that the whole customization as a main part of the character development was second to the pre-developed and well thought out classes. I seem to remember a thread about a poll that Frogboy did regarding the favorite class and I had got the impression that he wanted to put more resources on customization rather than pre-made models but then everyone seemed to want the pre made ones as well so I thought classes were back
TarponCrest
I am still not clear if this feature(MULTICLASSING) will be available in Elemental or not, but I sure hope it will be available in the game engine mechanics or at the very least for modders. If Rping will be a part of Elemental Hybrid vision, the ability to multiclass units or at the very least heroes is a very engaging and important part of character development. There are so many promising and fresh things expected to pan out from Elemental, but I fear through all the exciteme
I find this idea interesting (outside the box thinking I like). I am however concerned on how this would affect game balance. For instance if the kingdom relies on its buildings in order to advance in the game, and the Empire uses its units to achieve what buildings do for the kingdom then such "nomadic" units that double as buildings would seem to have the advantage in many fronts for they have with in themselves(the army) the ability to advance while conquering with nothing to defend but th
Frogboy here is a good example of what I thought when I first discovered the game of Elemental I also thought that somehow you were attempting to merge TBS with RTS by making the combat screen RTS and the rest TBS (with the option to switch to the typical tile tactical combat screen should one prefer that over RTS style. When I saw the screen-shot of the 3D tactical battle I really could not believe my eyes, but now that I have read more lore it seems that its not RTS but the option to let th
I love the suggestion by the original poster. *dusting my old D&D games looking for my long lost pictures of my favorite PCs*. ( I am glad there is no Dungeon master in Elemental). I can customize my units any way I like ( I hope [e digicons]8C[/e] )
[quote who="_PawelS_" reply="7" id="2616044"]Hidden strategies - good (but not one strategy that makes you win in all situations) Exploits - bad [/quote] I second this motion [e digicons]:yes:[/e]
[quote who="TCores" reply="75" id="2609292"]No dungeon interiors to explore then? [/quote] I think... If I understand it correctly there are plans to have dungeon experiences, I think it is just the milti plane (levels) that are not going to be implemented in Elemental. (but something tells me that modders may be able to add this feature later on using the dungeons as a foundation). Edit: Ups sorry TCores I think I "gooffed" I tho
[quote who="Hound" reply="6" id="2613975"]I like the 4 stat approach. Attack vs. Defense and then Damage vs. Armor. All the possible combinations add depth to combat that wouldn't exist in a system where armor and defense are combined in one stat. And visually there should be a difference between missing and getting blocked by armor. Defense (evasion) and Armor work better with spells that only need to hit you. If there will be spells that can be dodged that is.[/quote] &nbs
I am really glad that the feedback from players is welcomed and actually evaluated as the game develops. Many just use the forums as a "Marketing strategy" and rarely have the time to involve the "consumer"(player) in the true development of a game. I am thankful that Stardock has this business model. I know this may defy conventional wisdom or the statuesque, but I believe that if one makes toys for children(for example) it is wise to ask them how they envision such toy to be, in the
Ya for MP it really should be real time base mode. It would be nice to not have to impose a timer for MP games just to keep some (like me) from holding up the game for to long. When I first read about Elemental I thought the tactical screen was intended to convert from TBS to RTS style. So that way once one was in the battle field and all units have there instructions one could just "posses" ones favorite unit and go Hack and Slash and have a bit of sandbox style fun. For single playe
"Myspace" went viral when it first started not because they had an original idea or something that no one had thought of before (all this is my personal opinion of course). I think the factors that made it was them selling the idea that one could make something that was technically not there own creation, feel and seem as there own personal unique one of a kind space (for elemental the map/Mod "MyElemental") This got the worlds atten
I agree Teleporting and Forging custom items exploitable IMO. Though I am not against the whole concept I think it needs to be very limited and giving penalties and steep prices is not enough. It has to be limited to one teleporter gate/spell per player or pre set gates made at the time of the map creation as permanent fixtures that one has to gain and maintain control of in order to use it. off topic (sorry) but just thought about it. I caution summ
I see these screen shots and my hopes go way up, I can't believe that there will actually be a fantasy based TBS game that allows for so real armies in 3D that can be played on normal computers (not high end ones) and I will still have the option to control the whole battle, not just auto resolve. One thing though I know it is still early but the units need more "color flavor" everything is gray except dragon and the giants. ... yes I know "patience grasshopper"... [e digicons]:frogboy:[/e]<
[quote who="Nathan E" reply="17" id="2469917"]Too bad Elemental won't have map "Planes", more than one level to a map.[/quote] I second this sentiment. Why not? I loved the dimension feel that AoW had with the different plane and Underground made making campaigns much more interesting. But I guess in order for Elemental to not be a squeal to something else it must be its "own". I think it is heading in the right direction though!
[quote who="GW Swicord" reply="9" id="2608244"] Quoting TarponCrest, reply 7If I Pre-order when will I be able to down load a beta version? or am I to late for that? The Stardock 'tradition' has been to enroll new preorders at each major beta milestone. Beta 2 has been postponed for various reasons, so there was a brief window where post-Beta 1 preorder folks got beta access. As far as I know, there will still be new enrollment windows for Beta 2 (more cloth-map-only pain, but with
[quote who="Tormy-" reply="15" id="2607858"] Quoting Tasunke, reply 13Well ... I'd prefer auto-leveling over having only 5 "levels" for normal units ... but I would prefer custom leveling for all units most of all. As well as Experience being allocated based upon Damage Proportion and Kill #, but hey. Auto leveling worked like a charm in AoW2 - SM. Your units became stronger while leveling up [+HP,+ATT,+DEF, whatever] + they also gained some random traits occasionally. This is
One of the problems with AoW was that in multiplayer everyone rushed to get the high level units ignoring the use of the low level units because they were well useless, unless you are playing low level as a side rule. The author of the mod Brave New World addressed this by having the units get xp and once leveled they morphed into other more useful units that could only be obtained this way (but the player has the option to level the unit or keep it as is so it does not morph). Such morphed u
I think if the AI is capable of handling the Dynasty system then such approach should be taken to enhance the races in a custom way. I am not to sure how wise it would be to make the customization completely player controlled. Maybe the Tech Tree can change in a random way using the Dynasty system depending on ones chooses. I think that the essence of the sovereign should be the "Key" to randomly(but intelligently for balance) remove or keep certain choices in the customization proses. Then a
Well for me that works just great anything with the flexibility and massive options for unit, hero creation is enough to take me to the moon. I just thought when I saw the screen-shot that maybe Stardock was attempting to do some sort of first person skirmish battle option in the tactical screen. I had never seen it mixed with turn based games and thought they may be attempting to do an "arena" style option for the young ones with the typical Hack and Slash mode.
[quote who="vieuxchat" reply="4" id="2594106"]Devs stated they plan a "baldur's gate"-like battle system : read continuous turns, with pausing whenever you want. It "seems" real-time, when in fact it's turn based.[/quote] If it is like Baldur's gate or better Icewind dale 2 (almost the same difference) that would be great for me but I think it would be wise to consider a Mechwarrior 3D zoom in zoom out style. It would appeal to the younger consumers and make Elemental unique as it all
Do not forget Icewind dale 1 2 ( I still play #2) when I need a break of Nwn or have some friends online that are from other countries and are less fortunate than I am and have older computers with older operating systems. Just wait till I tell them about Elemental it sounds like we might even be able to play an 2010 game together now that is true progress [e digicons]:D[/e] For me when I want RPG: NeverWinter Nights 1 Icewind dale 2 If I want Turn base stratag
[quote who="Wintersong" reply="98" id="2592403"] Quoting Femmefatal48, reply 90 Players like you with micromanagement brains, what I hate the most. If I wanted to play Fantasy Sim City I'd look for a product with that title. If they want to sell large quantities of this product they'll need to make it simple so the brainless 12 year olds will buy it. Too much micromanagement in a TURN BASED GAME won't sell to the masses of children who have access to their mommies and daddies hearts
Ups double post
[quote who="ChongLi" reply="25" id="2601506"] Quoting Luckmann, reply 23That doesn't mean that the concept of religion in games is flawed, though. The outlook that "starting wars for religion" is flawed - historically, politics dictated religion, not the other way around. The AI should choose religion based on what is optimal to their tactic. Their tactic shouldn't be dictated by their religion - otherwise you get these stupid situations where the AI arbitrarily cripples itself. <br
I was discussing the Elemental editor with some friends and something came up that I thought would be worth mentioning. When I (we) are modding on other editors/toolsets one of the most time consuming and (NOT FUN) parts is trying to see what we have "created" in game. Some editors will have a "test" button which fires up the game but minimizes the tool set. It would be nice to having the option of the editor on one half of the screen and the other half the game so we can test i