My 2c on city building: I agree with much of the OP and first posters said. City building is incredibly boring right now, and it need not be. I think the key to fixing this are the following ideas: 1. Relating the city to the terrain At the moment, cities are too generic, and the initial placement seems to matter very little. The key factor is closeness to the 'special' resources, iron, horses, shards, etc, but it seems to matter quite little whether yo
Galactic_Hunter
Looks like a terrific standard for the Beta. Looking forward to it. Blunt vs Cutting weapons - noted from the screenshot. Fantastic! I have considerable hopes for the Tactical battle system to be fun.
My feelings are the same. Couldn't bear to try previous patches, but 1.4 seems quite interesting. Was up until 4am having some cool fun. Looking forward to FE, which should rock (I hope). Will try the mod as people have suggested. Cheers
It has been released in the last week out of 1C in Russia. Graphics are excellent, engine is solid (though with a few crashes). The problem with the game I find is that it might have been a nice wargame, but somewhere got turned into a TB Puzzle Game. The game is hard, even on 'Normal', and you have to get everything just right, or there is no point in continuing. To me it epitomizes the problem of Load/Save carried to the extreme (as opposed to Save&Quit). T
Already looks good to me [e digicons]:grin:[/e] Still hard to see exactly how it all works, but we will see eventually.
Wintersong, My thoughts exactly about the graphics [e digicons]^_^[/e] The concept seems reasonable enough, except that one hopes for a slightly more interesting combat model than just ATT / DEF / HP. What about the effect of ranged missiles? Shields are MUCH more effective against ranged missiles (from the front) than armor. Experience is important in combat, but not as a target of ranged missiles. The good and the great get hit just as easily by arrows as the
Thanks for posting that screenshot. I had not seen it before, and it helps a lot to understand where they are going with it.
I'm in and definitely in it for the long haul. Elemental is the next best hope, since recent strategy games have been a big disappointment.
I have thought about the issue of trade in strategy games over many years. I am sure Brad has already got a bunch of good ideas together. Some ideas: - I hope the fantasy is rooted in reality. Without the 'fantastic elements' such as Mana and so on, there are already a bunch of key and different natural resources that any society must harness. Wood, Stone, Food, Tools, Luxuries, Salt and Spice, Cloth and Textiles, Metals, Mounts, Slaves, Precious Metals / Money and the availab
The strength of the AI in single player is still the key then, to both single player, and this "either mulitple AI or people" form of multiplayer. Schedule lots of your time for working on improved AI routines [e digicons]:)[/e]
The graphics are indeed wonderful, thanks for the link. The gameplay is of course the key. How it plays and is balanced we will see. I am still a lot more excited about Elemental, as Brad is the guy who can re-think gameplay to improve the genre. Cheers