Great! This gives me time to get a new computer! Right now I'm stuck on my old Toshiba Tecra with 16MB video memory, 512 MB RAM, and a sub-gig processor (I don't even bother remembering the frequency) :( Fall will be just fine.
Napean
[quote who="LightofAbraxas" reply="64" id="2912972"]Case in point: I bought Crusader Kings Complete earlier today on Impulse, like 8 years after it was released. And I don't know what the hell is going on in that game quite yet, but I think that I like it. Now if I could only bind the pause function to the space bar...[/quote] Welcome to the club! I have played Crusader Kings consistently since its release. I'm wrapping up a game where I've unite
Honestly honestly honestly people! If you really want to play it, you'll pay for it! If you got in at the ground level (i.e. purchased EWoM before Oct) you get a bit of return on investment. We're all gamers here. You have to pay for this stuff. Don't worry about wanting to play EWoM after FE; you wont. Why would you? It would be like playing Civ4 without Warlords or BtS, like playing Age of Wonders 2 instead of Age of Wonders SM, like playing EU3 instead
If there was ever any doubt in the hiring of Kael, this should put the matter to rest. This expansion sounds more like the game Elemental should be, what the whole fantasy strategy genre should be leaning into: an interesting world with its own history. For too long the Civ model has been followed (going all the way back to MoM), where you go forth, slaying a few random creatures (barbarians), and founding a civ. This model works great for Civ and other historical strategy g
Here we go!
Good God, this is good news to come home to! Honestly Stardock, I could cry right now!
[quote]The modifications that have been made to this game are very intense and have greatly improved playability throughout, which also ups the fun factor. Yet all these dudes care about if they can give a skirt a sword and send her to be slaughtered with the rest of your worthless stock. Leave your women at home - my men will meet them soon enough.[/quote] Here here. :)
Good grief! I only patched to t this morning! Or was it u ? This is great! And bring on the mop-API specialist! This is, once again, great!
Patching now. Quick turnaround time on this one, I've hardly played 1.09t! Also, will the city name mismatch issue be addressed in the current stability focus? Also, character portrait mismatches were occuring even in 1.09t. Just asking, not fussing or fuming. Keep up the great work, y'all really are great!
Stardock, y'alls/y'all's/yall's (not...sure where to put the apostrophe! This is why y'all is not a word!) continued energy on this project is inspiring. God bless y'all (or, to the more humanistic leaning, thank you a million). I think I'll brush the dust off of one of my old projects and give it another go. Here's to Stardock, long may she live!
[quote]I'd personally rather just make the existing code work better. If the resources actually spawned near you, you get a more direct benefit from the tech than if you just are able to know what certain kinds of resources are once you research a tech.[/quote] Here here. From my games the current system works well enough. Sometimes I get spawns within my borders that I can quickly develop, sometimes they end up in enemy territory. I prefer the random spawn.
A nice diplomatic option would be cooperative progress towards the Spell of Making or the Forge.
Here here, I've been playing two to three hours now (honestly not sure) with no stability issues.
Just had an issue with Teleport spell. Monarch's army was auto-pathing to a destination. A turn or two before they should get there I cast Teleport to bring them back to an undefended city (to defend it of course) and I click End turn. On the next turn the army marches 6+ tiles toward the destination I had them going to before I cast Teleport. I have the autosave if it is needed. HEY!!!!!! I just noticed the city names aren't jumping around!&nb
[quote]So now, It's after the release that the design and testing of the rules of the game has started. So you somewhat procedded backward, instead of designing a game first and implement it as a video game afterward, you made a software or engine that could be used for a civilisation like game, and now you are designing the game.[/quote] Here here. Thanks for the article on the development process, Kael. Moments like this revitalize my affinity for Stardo
Looking forward to the future of Elemental. Thanks again for y'alls continued dedication to this project.
[quote]Oh crap, that's my son![/quote] It seems it's not just the AI that doesn't realize that sometimes :) There was also that instance where you intended to move a group of units but only moved one, as you had clicked it to look at stats, then inadverdantly split your force. Could this be solved by incorporating a "split group" button/function, and groups of units can not be moved independently until they are selected and the "split group" button is pushed? It'
Here here, good concept. You could even make them progressive by tying the benefits to tech levels. Low-level utilization (available to undeveloped players) - grants bonus to spell/magic research, maybe even a low-level unique spell unavailable in spellbooks. Moderate-level utilization (available to moderately developed players)- grants increased bonuses, etc. High-level ut
[quote]I'm all for letting bandits develop into a minor faction if they band together enough and get a hero on their side.[/quote] Here here. [quote]Too many games give you the feeling people OJNLY live within the city walls, and that they are completely oblivious to anything else outside the walls.[/quote] Here here. And Frogboy, I feel your pain. I had one game recently were some demon-spawned troll trounced my frontline army and razed a city I had just
Happy belated Thanksgiving Stardockians.
Some observations so far. The patch is definitely an improvement, here are some things that may still need some work. 1. Moved Sovreign and hero to Dragon temple site to complete the Silver Flute quest. Sovereign reduced to 0 HP during combat. After combat the hero, who survived the battle, is gone! Hero had Imbue cast on him, which is still reflected in the Sovereign's enchant screen. 2. Janusk still warns the sovereign of losing essence if
[quote who="Mtn_Man" reply="136" id="2826184"] Quoting econundrum1, reply 134 But like gold it accumulates over turns... That's usually not how the mana mechanic functions, at least I can't think of any game that handles it that way. Generally, mana is capped, so you'll have a maximum amount available at any given time. This cap can be raised throughout the course of the game, but you can't collect more than the maximum. The stats
[quote who="Gene1966" reply="24" id="2824428"] The current AI is flawed in that it does not react to the following situation. AI 'X' decides I'm a good target and attacks my newest outpost, while I may be weaker ATM I used summoned creatures and magic to break the AI's assault and then immediately follow up with a counter assault of my own which steamrolls the AI all the way back to its Capital. My analysis is that the AI is not capable in its present
Nix my post, didn't see Kael's response. Thanks for the update! Looking forward to playing 1.1 before(or perhaps on) Thanksgiving?
Excellent post Kenata, that's what I've been trying to say. I in part referenced the EU series to counter the gamer-too-stupid argument. As you said, we can handle complexity, but that's not why we bought Elemental.