I don't post much, but have been with Elemental from when it was being talked about as a "MoM Spiritual Successor". I bought Elemental and could not play it until the 1.07 patch without major slowdown and crashes (still get crashes on occasion but that's what saving is for), and I think that the tactical combat is lackluster to say the least. And yet, I am charmed by the game. Stardock has truly created a marvelous base, a foundation that a great
Yestin
Fantastic! Raven, verily you are the Man!
This has happened to me on-and-off-again with every type of building, even things with 100% bonuses! At first I thought it was on purpose, like if you focus construction with the same building you can replicate it, but then I realized this was not the case.
Yeah the spy is insane, I take three or four of them into battle and annihilate all the hordes of 30 hp units the ai has built up, then just lightning bolt the remaining squads!
[quote who="Saryk" reply="2" id="2734784"] Sorry but what does "There is no offline LAN option" exactly mean? I extensively play most of my games in LAN, with son, Bro in law and nephews............[/quote] For Elemental you will have to have you, your son, bro in law, nephews etc all create an Impulse Account. On that impulse account they have to purchase a copy of the game. You can install using whatever copy, but for multiplay each player must have their o
I would imagine Kingdom aligned Fallen make up a small minority. Remember the low population sizes, the cities are attracting families from the countryside, depending on Lore this could cut out quite a lot of Fallen from the population. Hopefully at least Champions or such will be able to represent the Kingdom Fallen :)
Totally agree on the magic stuff! [quote who="kyogre12" reply="95" id="2703946"] The Ring... well that presents all sorts of problems. How do you make it both tempting to use and perilous to use at the same time? If the goal of the game is to win, why would you care about being "corrupted" if it lets you win? Gandalf, Elrond, etc didn't use the Ring because they were "good" but most players won't care about being good if being evil lets them win.[/quote] &n
I would love to play a zombie mod, either one sounds good. For the Countdown style, I think having multiple countdowns could be fun. You would have a certain number of turns before the first 'wave' of zombies, then a break to gather survivors etc. This would let you keep everything on one map instead of having levels. A more ambitious, but to me more potentially interesting option would be the second style you propose. For the second style,
What they did was move farms and such down to the "Food Gathering" tech, I don't have the name memorized, but it is something along those lines. The techs those buildings used to be in appear to still be in the game, but act only as stepping stones to later techs because their buildings were moved :D
[quote who="Tridus" reply="6" id="2652390"]Right now we're locked to the smallest map size. The cities won't look so big in comparison when the map quadruples in size. [/quote] I think most people understand this, it is the relative size of cities in comparison to movement that could be a concern. I've sort of made my peace with this, but I still feel that it is indeed odd that your children can grow up in the time you walk across your kingdom...
[quote who="Sareln" reply="146" id="2652421"] My biggest peeve right now from a graphical issue is the borders/influence system. I don't see a very intuitive way to understand how influence circles interact with each other when they abut, and its weird to have bubbles of influence for a kingdom when you're throwing down early cities.[/quote] One aesthetically pleasing way to resolve the border/influence problem would be to keep the lines on the cloth map but
[quote who="Cynjian" reply="144" id="2652119"]I also agree that pioneering should get a boost to bring the value to an equal level with town production. Another way to do that might be to give the technology Logistics or Caravans the effect of boosting pioneered resources from 50% to 100%. Both of those techs suggest you have the logistical capacity to get the resources to town. Or maybe each one adds 25% more so that by researching both you hit the 100%[/quote] &nbs
Currently Pioneer outposts provide half the resources a town tile of that type would. I think given the cost and vulnerability of Pioneering, that the Outpost should give equal or more. Let me explain a little background. In games like Civ4 having access to one tile's resources gives you empire-wide access to the resource. In Elemental the closest thing to this would be Shards, of course Outposts only give a half shard. Similarly, gold enhancing tiles are unattractive t
#1 City Improvements: Possible salve against micromanagement hell would be to have cities without a building under construction give something else instead. This is how MoM and Civ operate, but it could be quite flexible... With an Elemental Twist! A city with nothing under construction could: Automatically increase road construction speed (Builders have to go somewhere) Produce more Guilders,
This might be the time to reintroduce the Formations discussion that cropped up a lot last year. Are combat formations currently planned for release? There have been many posts ( https://forums.elementalgame.com/367798 for example) discussing the pros and cons of having formations in tactical combat. Personally I think it would help immensely and give combat rese
I think a XeronX makes a good point, Without even considering balance, pioneering should have a more valuable role than it currently has. Pioneers are currently nearly always worse than just building a city. Without even considering balance, pioneering should have a bigger role than it currently has. The reason for this is that unlike games like Civ 4 where simply having a resource flags your empire as having that resource, most Elemental resources are built up over time. Shards brea
The little "X" has a *very* small area to click on, keep mousing all around it until it has a little flash. Click and you should be fine :) Just a little thing, that X should have a larger area.
One idea to consider would be to make essence cost a secondary concern. I think Essence is shaping up to be the general Mana supply stat. Restoring land costs Essence. But building cities shouldn't take essence, but city spam should be avoided. This seems to be what people want? How about in addition to a material cost (100 does sound about right), cities incur significant administrative costs. Currently there is little downside to
Diplomacy in Solium Infernum has an interesting twist: You can only fight players with whom you have a Vendetta (or Blood Feud, a permanent state you can have after 3 vendettas). Vendetta come from either Insults (if you insult someone they have to either take a Prestige penalty or declare Vendetta upon you) or from Demands (you can demand tribute, each time someone capitulates the amount demanded increases). Vendettas have a goal set by the aggressor, for example "Defea
Regarding Combat Speed: Frogboy mentioned 10 'phases' per turn. How does this actually play out? By this I mean are we looking at whole army turns (ala Warhammer, X-Com, MoM), players taking turns moving one unit each turn (ala Chess, Stratego, Go), players giving units orders simultaneously followed by a resolution (Dominions 3, Kriegspeil, Combat in the Dune Avalon Hill game), or whole a
I'm leaning towards the ability to trade efficiency for stability. What I mean by this is that the player could "Bid" up a tech, in order to grab more techs at once. This would make rarer techs more rare because they would have less opportunity to appear, but not force players to drill down a particular path (ala why get a low level training boost when you have access to a high level gear boost). This would put players into the position of having either easy but more ra
I will chime in with the suggestion everyone check out Dominions 3 (the free demo is quite fun once you get past the UI), simply to check out how the units and items interact in combat. The idea of being able to customize units in Dom 3 is tantalizing, due to the beautiful interlacing between unit stats, weapon stats like Attack, Defense, Damage, Length (One of Dom 3's coolest mechanics is the weapon length mechanic, which interfaces with enemy Morale)...
Based on this post and the "People of Elemental" posts, I think that part of the confusion lies in the Five real Races and the Sub-races, with some of the Sub-races being Factions themselves, not to mention Alignment based on Faction (as you point out) instead of Race (Krax being human Empire). In many strategy games, players see Race=Faction=Alignment. The Galactic Civ games bent this rule, but I think Elemental has the pote
[quote who="strager" reply="30" id="2588704"] By that same logic your characters are about the size (or bigger ) than downtown portland too - those must be some BIG miniatures....Just relax and enjoy the game....there is such thing as too much information....[/quote] You're right, it's not a vital point :D
Also experiencing this.