Nenjin

Nenjin

Joined Member # 4198494
26 Posts 474 Replies 15,818 Reputation

The only games I've played from that list are Aliens Vs. Predator and Elemental. And I'd have to say on that basis, the list is accurate to me. I really like AvP actually. It just runs so freaking poorly, even AFTER an upgrade to boost my system to "better than average these days." I mean, I love playing the Alien. I love running around as the predator. I even like being scared as a marine. But when the game sloshes through so many of the visuals, and the rest of game play isn't there

81 Replies 212,769 Views

One thing the pathfinding does not do is count the value of terrain penalities I think. It counts terrain bonuses within a certain range. But overall, there are some pretty significant limits to Elemental's pathfinding. On a large map, you cannot order a unit from edge of the known world to the other unless there are regular intervals of your cities along the way. It uses revealed (and not in the FoW) territory for most of its calcluations. Beyond that, there's a point at which the game goes

13 Replies 13,541 Views

FFXI had the same problem though. The controls were rigid, awkward. Compared to the freedom of mobility in WoW and most other games, FFXI felt like the minute you started combat, a pair of giant magical hands grabbed you and told you were to move and stand. I hated, hated, hated that about the game. There were half a dozen other things about the game that drove me batty, not to mention how it managed to almost be grindier than fucking EVERQUEST. So when I heard FFXIV was completely aw

81 Replies 212,769 Views

Actually, making any sort of dungeoneering done by your heroes only makes sense. Still, the entire combat system is balanced around the single unit right now. Everything is a multiple of that single unit's stats. So....removing single units would require yet another rebalance to every game unit, and items.

25 Replies 31,047 Views

[quote who="Sythion" reply="16" id="2850292"]People who "play for fun" and don't actually try to do well enjoy Elemental. People who like games instead of imagination boosters don't. It might get there, but the games not enjoyable yet.[/quote] This is a very good description of what the game does best right now, actually. It's a big sandbox, and you get a lot of sandbox options, and if you like playing in your sandbox, Elemental is a good buy now. For those that wan

59 Replies 42,117 Views

My guess would be the option was pulled because playing against custom factions was causing problems with the new AI re-write. I'm hoping this one comes back soon too.

14 Replies 39,764 Views

This may be one place where the game could use some paring down. I mean, it's supposed to give you that sort of "RPG Party" feel, to start with. But that lasts only so long, and all you're trying to do is advance beyond that. So yeah, this might be a good idea. Brad at one point wanted to have dungeons and adventures into them with your characters leading....I can see that's where you'd need single units. So depending on if they ever want to do that, maybe it should stay. But it would

25 Replies 31,047 Views

Early game, waiting 25 seasons and spending 25 pop just to get the resources you'd get from 1 materials spawn isn't how I want to start a game. That's when it takes you 50 seasons just to start researching.

46 Replies 26,110 Views

I suppose maybe they haven't really spruced up the resource generation code in relation to map sizes? How many resources get spit out has undergone a lot of changes in the last few versions. Personally I use a mod to play maps far larger than the ones Elemental usually creates. My experience there is that: 1. You either get screwed for starting resources, and get the bare minimum, which is 1 food and 1 shard. Or 2. You get lucky. You get the minimum and a random amount

46 Replies 26,110 Views

Yeah. While I do agree on some level with the OP, this is very much in line with what Brad wrote in his novel. All of the races in Elemental derive from Men. Consider the two factions East and West. And consider each of the races within each faction a nationality/ethnicity. Brad saw it more as a geo-political environment than your standard fantasy world where it's all the different, totally distinct races warring against the other's alienness. All that said, I don't think it t

18 Replies 8,159 Views

[quote]I have to admit that you are probalby right, I didn't dig too deep into what might be possible with the current mechanics if tweaked and polished. That is because I am not impressed or inspired in the first place. Hope I am wrong and this game becomes fun.[/quote] The issue, like I've said somewhere around here, is that you don't feel challenged by the AI. That dramatically undercuts the value of every single choice you make in game, because you're playing against a bad robo

31 Replies 22,618 Views

I can only believe the Undead are awaiting the expansion as a distinct 3rd faction in opposition to the other two. Because it boggles the mind to think that in a high-fantasy world of uber magic....nothing comes back from the dead. Not wanting Elves and Dwarves, that I can buy. Not wanting Undeath on a stylistic basis? That just seems bonkers, given how generic other parts of Elemental are. So I think that's just stallilng. I mean, MoM won me over immediately when my first sum

7 Replies 4,063 Views

[quote]The problem was more a matter of unrealistic time. Brad used to say that making a game was 95% engine work, and 5% assembling the game. While it's possible to make that true in a technical sense (in that Elemental 1.0 was in fact a "game"), it's not true at all if you want to make a goo game. Good games require a lot of systems iteration to get things right, then integrating the other systems, then iterating some more.[/quote] I'm not a professional game developer, so I'm

47 Replies 109,756 Views

[quote]There's no 1 more turn hook yet. It's like galciv in the respect that you know when you're going to win very early on but unlike galciv (in my opinion) you dont get the drive to see it through to the end.[/quote] See, I disagree. I remember the same thing from Gal Civ II. "Research to get new structure, gives Y resource an X% increase in its output." "Play two more turns to get transport to asteroid mine/star base location." "Research 2 more turns to get Improved Laser Phaser

31 Replies 22,618 Views

I'd have to say: Shadow Assassins Rift Shards Pariden's Favorite Pestilence (1st) Shadow World Are my top favorites. Mostly because I see myself using these spells, regularly, and I think that's pretty important for any spells that officially get added to game right now. They're all offensive (and Shadow World just sounds wickedly chaotic and fun on top of being very useful to the warmonger), but we do need some really kick ass evil magic.</p

64 Replies 134,506 Views

[quote]No, i think the real issue is content. Every nation does the same thing, kingdom and empire may have different names for the things they do, but they are basically the same. All troops have the same feel, only difference is the amount of attack and def, no real differences in use or ability. Same with champs, they all feel the same, like slightly upgraded troops. Lots of interesting spells, but only like 5 or so are useful. Quests are all the same too.[/quote] I'm going t

31 Replies 22,618 Views

It was from a time when Elemental was using art pieces predominantly rather than portraits generated from the model. Since every faction has the default, old skool pioneer in its army list, it saved them needing to write a unit creation script specifically for the pioneer. Considering the game does this for units when you get tech upgrades....it's just one more tiny polish point they've not yet gotten around to doing.

18 Replies 6,379 Views

I'm pretty sure I don't need to play compacted tech trees to know how it's going to make me feel though. Gaelic, having been here pretty much daily since release, I can tell you that catering to fan wishes isn't exactly what's been going on. They're trying to find the balance median point in a game that spits out wildly different scenarios as a selling point. That's been confusing for them, for us and for the game. To me, it seems some of this stuff is new to Stardock. Items,

47 Replies 109,756 Views

That would involve writing actual code. All he's doing is tweaking values stored in files.

101 Replies 215,692 Views

Charges of being "bland" are sort of subjective. For me the flavor of the content is sort of bland, but the world as it's laid out (with Elementerra) is fairly interesting to explore. Unfortunately for a lot of us, we've been playing straight through since release, and we've seen the same ~10 to 15 quests about 100 times now. So that content does very little for us when we're heading out for the 100th time into the wilds to go get that Lvl 5 quest we've already done 10 times before.</

31 Replies 22,618 Views

I don't know if it's possible, but if there was any way to pan out from the uber large maps for those of us with smaller monitors, that would be awesome. I keep mine at around 224x224 so I can see all the change full screen. If not, no biggie. Glad to hear a new version is planned.

241 Replies 756,295 Views

Alchemy is already in the game, and does exactly what you're asking.

48 Replies 31,264 Views