We're shocked and grateful and humbled by the community response to Elemental: Reforged. In the first week since Beta 1 hit Early Access, we’ve hitwishlist numbers and sales approximately 6X higher than our most optimistic projections. Congrats to the team! It also highlights that this genre seems to be very popular and that there may be enough demand someday for a true successor - a ground up game made in a 64 bit engine made natively with l
UnleashedElf
The Sorcerer King needs some sort of mechanism in the final quarter or so of the game on par with the "Realm Divide" of Shogun 2 or the Civil War of Shogun 2: Fall of the Samurai. Right now it's like this (from the SK's point of view): Part 1: Oh, I've won. This guy is just a meek little administrator serving me. Part 2; This guy is actually standing up to me and building up his armies. Part 3: Now this guy is a threat
[quote who="markmid" reply="9" id="3531579"] Quoting Ashbery76, reply 8 I think the game needs to model population types.Them having minor race traits is pointless if you cannot use them when they become generic populations after invasion.. Rather than micro pop types. H
I think I like Tandis the best, although the Dwarf is also pretty good so far.
You get 8 books to start with - what are your favorites and why? I've been trying out: - 7x Chaos - 1x Enchant All Enchant All Chaos Still tinkering about though.
I think that had there been another expansion or more patches we would have had more interest perhaps. Realistically, the mod community has probably done everything it could have. My big wish is that SK had been a bigger "leap" compared to FE LH - comparable from GC2 to GC3. I kind of which that the game was 64 bit and a few other things that were completely novel.
Which AI traits do you think lead to the strongest overall faction right now? Expansionist is definitely one and I would argue either Militaristic or perhaps Monster Hunter? What has your experience been with the Civilized trait? I think that among the attack types, I've seen the best so far with Clubber among the different types.
[quote who="XeronX" reply="54" id="3519808"] I think the problem really gets back to the fact weapons have no real size....I.E. the point Defense anti fighter batteries would never really be used at another capital ship. That was always something that bothered me about almost all space empire sims. They never build their capital ships correctly. Real capital ships have large scale weapons and small scale weapons. The large bore guns are for ship to ship
Y[quote who="peregrine23" reply="30" id="3524540"] Quoting erischild, reply 29 The interesting thing is the multiple Shrinkers. I am convinced it is because I started them all at once and otherwise I wouldn't have gotten away with this. known bug that has been in since alpha and prob
What do you think is the best starting hero among the combination of heroes? Why? In general in FE LH, I found that the top hero to start out with were mages as relatively few things had resistances to spells. Commander was arguably a worthy choice, followed by Defender. I generally did not like Warrior and Assasin.
Would there be any way to reverse the diplomatic penalty for 4 towers and forge of the overlord when the spell victory is disabled?
I would like a game option to address this bug: https://forums.elementalgame.com/454988/page/1/#3482665 It appears to be hardcoded though, so there's nothing that the modders can do.
In the future (this is probably not something that will happen during the first release of SK), would it be worth exploring a pure PvE mode? By that I mean, there is no time constraint (ex: no doom timer), but in return, the Sorcerer King gets progressively more powerful as time goes on until it reaches a peak point, and that peak point is much more powerful than he is in the current game. It'd be interesting to see how the player would react
[quote]Lots of new weapons have gone in. We are playing around with the idea of letting trained units get to equip weapons as long as they have the proper profiency to use it (rational is that while it’s silly that 1 sword can equip 3 soldiers, it’s just as silly that 1 chain shirt can equip them too and let’s face it, equipping units is fun) [/quote] I think that this is worth exploring. Trained units at this point ne
What I'm underwhelmed by is how they've consistently missed the ball with these past 2 games. I bet that the expansions to BE will not be able to fix all of the issues. The game just lacks the immersion that SMAC had. Factions are not as important, the story is not nearly as good, unit selection is bland, and there's a whole ton of issues with this game. It's just underwhelming in many ways. It feels as many ha
Ok thanks for the update. I suspect that this game has seen its last major patch until the next expansion, particularly with SK taking up the overwhelming majority of the developer resources. Don't worry about the mod - life comes first.
@Havenfall This is one of the reasons why I suggested re-introducing the unit editor in some form. It was rejected. But I do see the need for an upgrade and veteran system. Also, some form of gear upgrading on trained units would be a good idea as well. Yet another idea might be that trained units have their own perks tree like champions do.
Do we think that units should have some way of upgrading their gear as well as perks (ex: from leather to plate)?
So the consensus is against a unit editor? So we want a crafting system combined with a Civ-style promotion system with perks?
[quote who="thimon2k" reply="1" id="3502582"] I believe it was said somewhere (by Brad or others) that due to the removal of the unit editor, SK would have lower specs requirements, as the engine would have to render multiple different graphic unit c onfigurations. Therefore I do not believe that it is likely a unit editor will make it as a feature into SK. [/quote] As it stands, the game runs pretty w
It's relatively early in the beta to tell, but I think that having a unit editor like in the Legendary Heroes might be useful. Trained units as they stand are not all that powerful, especially as you move towards end game. Certainly there are some that are potent like Paladin or Battlemage, but they seem a bit too specialized. A unit editor would give more flexibility, allow for costly units that can justify the costs, say of extra logistics, and keep them competit
Would it be possible for the game to move to x64 or would that be too much?
Q1: The tag "UnitJoinArmy" - any way to get this to spawn in the neighboring tile or is that not possible? Q2: Could each faction's city level up be changed? For example when you level up for a city, you get 3 choices. Could that somehow be modified for each faction so that each faction got different upgrades? The individual improvements are in the CoreAbilitiles, like "CityLevel_UnlockLevel
Is there any way to give a faction shop discounts for champions?
Quick question, what file is the sovereign weaknesses located in? I'm looking to see how to make a faction-wide unable to mount.