PeiGei

PeiGei

Joined Last seen Member # 4610270
1 Posts 9 Replies 66 Reputation

Well, it seems that the trajectory of the game is currently quite good. The recent update and DLC hit the mark, more polish is definitely welcome and it will clear the way for more ambitious additions. @webusver - I have to respectfully disagree. Mostly disagree, at least. Elemental is by design a complex simulation game - even if some parts are currently a bit too simplistic out of necessity. So cutting it down to one dimension - namely, tactical combat and player's power trips on me

2 Replies 565 Views

Just three? Come on, my list is much longer... but top3: 1. Much better and responsive AI . Both for opponents and monsters. Strategic and tactical layers. If I play in a casual way without paying attention, then I expect to have my ass handed to me at some point by the normal AI (full reasoning capability, no cheating). And different personalities when you're at it. For example a devious strategic personality "buying" wars to weaken an opponent and then swoop in

20 Replies 57,913 Views

I say, good plan. But, since you ask... - a tentative roadmap I would suggest. ;) This is a good 1.0 release, as games go. A veritable success. But the goal is not just vindication, is it? I would venture a guess that the goal is to make a great game, maybe even a revitalized franchise. Which requires considerable resources. And that means a non-negotiable commercial success to generate those resources. So... 1. Squash the remaining bugs. Really. And fix the tooltips. Fo

2 Replies 8,725 Views

Oh, there are still bugs. Even some tooltips/UI elements are bugged, outdated or misleading. But from my point of view after all these years there is a game that delivers on the original promise . It's quite fun, and the crashes aren't all that common. It even takes turns quite rapidly, which wasn't the case the last time I played all these years ago. So it looks surprisingly good compared to the predecessors. Of course, some things are still rough and could use some l

7 Replies 90,374 Views

Hey, is it WAD that physical attack boni apply separately, indiscriminately and quite bountifully to each type of attack? My henchman Warrior (+3) has three Lethal abilities (+12) and additional banner bonus from a friendly Commander (+1), for a total of +16 attack bonus. I equipped him with a melee weapon and three trinkets adding +1 different elemental damage type each. The calculation is: Weapon: 16 base attack + 16 bonus Fire: 1 base + 16 bonus Cold:

1 Replies 8,980 Views

Well, to put my two cents in, I had an idea about it some time ago...: [quote who="PeiGei" reply="143" id="3082155"](...) 2. Again, correct me if I am wrong, but it seems to me that the snakelike cities are still waiting for a suitable fix. Preferably not one limiting them to being a single generic spot on the map... My idea would be - limit the ability to add buildings much outside the "core" of the city. Let us assume that we have the city centre established.

128 Replies 383,384 Views

Custom unit design is one of those things I thought, back in the days of WOM, that can make this franchise ultimately more appealing than MoM. And I still think that. It gives me a lot more personal approach to playing, not unlike designing my Sovereign (who I actually think should be more differentiated from mundane champions than at the moment, btw). It gives me a ton of options. And a ton more fun, when I can counter the brutal AI strategy with finesse in unit design for specific roles and

34 Replies 36,383 Views

Simply awesome! And the commentary is right to the point, especially the UI remarks. :) Also, I too would love Brit English voicing but perhaps that's just European solidarity speaking. :P Keep up the good job!

51 Replies 64,522 Views

Well, I'm sure it has been mentioned here previously, but I'd like to add my support to/flesh out a bit the idea of different goals for tactical AI based on who is fighting whom and where. For example, "AI faction" players should go more for strategic objectives than for immediate tactical advantage. The reasoning process would take into account: the general war strategy - attrition strategy means we go for killing off the maximum number of whole units; partisan

91 Replies 205,729 Views

Well, straight up front - great job Stardock! Everything looks like you are living up to your promise of delivering the goods (and presumably WILL ultimately live up to it on premiere day! :D), kickin' ass and takin' numbers. Well, more like crunching numbers just now, but still, hey, it's the least buggy beta I have ever seen. And one thing I'm really happy to see is - you don't take anything for granted this time. Now, I - like many of us - OF COURSE have a few s

144 Replies 343,379 Views