[quote who="John_Hughes" reply="71" id="2868118"]... it has become nigh on impossible, or very very frustrating to pick them for use as the description pop up card is covering over the top item(s) of the growing/expanding list. [/quote] I completely agree; this desperately needs a fix.
Pyruvate12
Got the game on Christmas and played nothing else for a solid week (which also involved lots of modding). Now I can't even force myself back into it all - and I have tried, because I love the "game" (as an abstract concept of what it could be). Good posts everyone. There are so many great ideas in the game, but it needs to go a long way to reach "fun".
[quote who="illyria_blue" reply="30" id="2867377"]First of all I'd like to say that I totally agree and understand everything that Pyruvate12 is saying. While I made a few comments a few months ago (and others did as well) that stardock should concentrate on fixing the game at the time, I think it's not too much to ask for some effort on this front now. Not saying they should neglect any other more important features for the game, but at least a mention that they're working towards this event
Sagittary: I have noticed that you have a tendency to misunderstand/represent what I say. Firstly, if you go back to my very first post, you will see that I did, in fact, base my argument firmly on the precedent of the RPG genre (rather than reality). Go back and take a look. Next, it was others who criticized my RPG argument by saying that Elemental is a strategy game rather than an RPG. A fair point, which I refuted by referring to attention to
So SD, any word on giving your modeling tools to the Elemental Community??? With all the work modders here will likely do for you, your budget will be glad you did [e digicons]:thumbsup:[/e]
I share you frustrations with getting archers to shoot in battle. That really needs a fix.
Dominions 2 and 3 (both extremely excellent games, IMHO) dealt with this by reducing a unit's Protection value (which had the role of Defense in Elemental) for each consecutive hit in a round. Something like that could work here too. Or make armor only reduce damage to 1hp, rather than provide complete invincibility. That would also give more value to dodging ability, since a dodge with no armor at all would mean 0 damage, while any kind of hit, even in Elementium armor, would mean at least 1
[quote who="troglyte" reply="8" id="2866576"]Would also be cool if particularly heroic units had a chance to spawn a hero who could become a new Champion for you.[/quote] That makes me think of Rome Total War. If you had a unit of just regular soldiers (i.e. no "General" unit in the force) and won a particularly heroic battle (and the game even recognized "Heroic Battles") then you got the option to adopt the soldier who lead the men in that battle; he became a new Gene
Yes, we need an upgrade option! And the ability to group your early individual units into parties, squads, companies.
I don't know if this would be of interest to anyone here, but I have started on a small project to use the game's existing selection of clothing and mod it to create mage (and possibly warrior) clothes for female characters. It will not look like armor, which is appropriate for mages anyway, but it would be a way to provide equipment making females viable characters (i.e. give then defense, etc) without taking away their aesthetics. For example, I have already made a Ma
Several points to touch on: Firstly, I don't consider myself a hardcore "RPG person". My games are typically more along the lines of RTS and FPS, but I certainly appreciate some RPG elements - I don't expect SD to add a level 60 blood elf mage princess to the game, whatever that even is [e digicons]:P[/e] . I don't want to argue over what kind of game Elemental is, only to point out what I (and some others) consider to be a disappointing oversight.
[quote who="Wintersong" reply="10" id="2865483"] Welcome to Elemental a strategy game in an RPG world.[/quote] I thought that my comment might elicit one such as yours. I understand the combination of the RPG and strategy generas; in fact I like the concept very much. In parentheses with my statement I said "if at all", and I think that applies here. Attention to detail matters regardless of genera, and I think that is the core of the frustration we have expressed
That is a very good question. A better one is "Why didn't the art department design armor models for the female units that look right, or even fit them properly, like any RPG in the history of the genera?" Not only does it make having female units/characters pointless (because the look exactly like males except for a tiny part of the face, assuming they wear a helmet as well), but the models don't even fit the female body frame correctly - skin shows right through the l