Paradox =/= Arrowhead.
Nenjin
To be fair, the amount of work that wasn't done to support multiplayer by release (no lobby passwords? C'mon, guys) wouldn't fit in a bag of holding. Some of the code (or lack of it) shows these guys are kind of new to this. That said, they patching as if hasted and putting in what needs to be there, so go buy. At worst wait a week so multiplayer is finally ironed out, so you can enjoy the campaign fresh from MP.
We had a ritual on release day. No one could wear the hats. Any time we had any connection problem in the lobby, everyone had to close their game, check their TM and close all copies of Magicka before we tried to form another lobby. We had hosts running DMZ and port forwarding the game. We were on the verge of sacrificing chickens when MP actually managed to work for an hour. Since release day we haven't been able to run a game yet that doesn't desync by 20+ seconds in the fir
Honestly, I would put Magicka up there as a nominee for Game of the Year. (The travesty that is still the net code aside.) For its intended purpose and goal, it's an amazing game. The marketing? Genius. The gameplay? Dynamic, chaotic and fun. The flavor? Teeth grindingly cheesy sometimes, yet oozing nerd cred. The game/design/company's future? Wide open. I'm about 3/4 of the way through the SP campaign (since MP is spotty
Edit: My bad. Didn't realize this was a call for RTS'es. --- It's not a co-op campaign, but Company of Heroes Co-Op skirmishes against AI are amazing.
Cephalo, you da man. I really hope Stardock is reading up on this and considering making the changes you need to get this to work. Of all the mod work on Elemental so far, I think Elementerra really shows best what can be possible.
That would be amazing, if you could get it to work. If building on these hills can actually get the terracing effect to work without half your city hanging out into thin air....mountain top cities would look absolutely sweet.
Remaking sovereigns and factions would be so much easier if we could properly copy/paste text from the clipboard into the description window. After putting out the effort to write back stories, not even being able to re-insert them is killing my motivation to bother.
Eh. The resource distribution is still totally erratic. My norm is three nodes at start. Max of about 7. It seems to default to less resources far more often though.
No bikini chainmail please. If there's one thing I appreciate about Elemental, it's that the women all don't look like hoors. For me, the big problem is that I don't have any reasons to make people look different. I'm happy to leave someone in a robe for immersion's sake....but I want game play reasons for doing it. There should be far more trade offs among the different equipment types than there are now, much like it used to be. Unfortunately, with the tactical battle and st
Is this a feature request or a bug report? Because it doesn't look like the latter.
To be clear, I've never stopped getting OOM crashes with Elemental. This is the first time I've managed to get one just by starting several new games though.
So I usually restart games of Elemental until I get a materials spawn adjacent to my starting area. That means several trips back to the main menu to start a new game. After ~10 to 12 restarts, I got a OOM crash, having barely played more than 10 turns in any one new map. This is the same kind of crash I get after playing 4 or so hours in Elemental. Methinks the garbage collection still needs some serious attention. I've always been amazed how quickly Elemental goes fr
I don't disagree it's annoying. The level of defensiveness about your Documents folder seems....silly to me though. It's making their job easier to not have to sort through custom content from version 1.07 or whatever, so more power to them. If it were just as simple as "back up the content", it would have been done so already. One look at Elemental's content structure will tell you it's not that simple.
It's done so if there's a conflict between old custom stuff and the new build, users don't come back to the forums reporting problems because of outdated content. Because Stardock employees have to investigate those claims, find the problems....and find out it's because someone is using old content. That's time wasted on a legacy problem. [quote]It's called " My documents" for a reason - they are MINE.[/quote] Half of game .inits are stored in My Documents thes
At one point there were goodie huts out in the water. Those went away. I assume there's more planned for the seas later.
Based on my experience with the playgrounds of the gods.....the game is microintensive mid to late game because there are just so many damn provinces. You'll eventually have upwards of 8 armies moving across the map, and every territory you conquer will touch at least three hostile new provinces. Unlike other 4x games, where territories are of various sizes, there are terrain obstructions that guide the map flow....Dominions 3 just has really big continent sized maps, where every prov
Most of the talk about "strategy" have been posts along the lines of: I'm not getting resource x, what do I do? I can't figure out y. I'm getting eaten up by monsters in turn 20, what's going on. If they wanted a forum specifically for Elemental LPs, that would have a place. But the game isn't challenging enough to require strategy right now.
Sort of indicative of the problem, isn't it.
It might be. I can't honestly say "yes" to the question because the content is old to me. So I don't have "fun" playing Elemental anymore, so much as I just push the systems and try new things. If it's your first experience with the game, I would say you'll have fun, and then be where we are, waiting for more content/more fleshed out systems. I still enjoy Elemental when I kick back in my chair and admire my empire. But that's the only real enjoyment I'm getting atm. City buil
[quote who="Vladesch" reply="177" id="2861160"] We need Bill Roper workling on elemental. Im sure theres some killer concepts like they used in Hellate London.[/quote] Let's go for the Quadri-fecta, and hire former Everquest devs while we're at it. :P
Do. Not. Want. It was fun in Diablo. It was necessary for WoW. It was tired in Titan Quest. It was tired in Borderlands. It's a "radical" idea alright. Just because it's been used everywhere for [b]over a decade now[/b] doesn't mean it's a standard answer to RPG games that don't have enough detail. There was a time when we expected developers to put out real effort to create content. They created original content, and we judged them on their performance. Stuff
[IMG]http://i.imgur.com/9tNl1.jpg[/IMG] I heard it was this guy.
[quote]Civ 5 is a mediocre product, and I have no reason to seek responsibilities outside of the sphere of the Lead Designer. He is the main responsible for what civ 5 turned out to be.[/quote] That's not really fair. There are decisions that are made for a game far above the level of Lead Designer. They have responsibility for the execution, they don't always have responsibility for the design instructions they are given. I'm not saying he has no responsibility, but when yo
I liked the game. Definitely had more soul than a lot of 4x games. My problem with it was about mid-game, it just became a grind taking over territories. I think it's the kind of 4x that is far more interesting to play against people than the AI. Playing on a super large map, it felt like a game of RISK that would never end.