Vallu751

Vallu751

Joined Member # 659419
34 Posts 504 Replies 15,543 Reputation

[quote who="IamDean" reply="142" id="2867474"]Vallu751, Impulse wasn't showing Elemental as installed for you? Did you install Elemental through Impulse or from the dvd?[/quote] It was showing it as installed and in the current version. I've been using Impulse since the first Gal Civ version and from my experience everything looked exactly as it should, except for the download size. In the bottom of the screen it showed something like "Version: Version 1.10(1.11 updat

157 Replies 374,107 Views

Luckily Chaosti's trick worked for me. Detected the application, download showed as 2.25GB, but it changed to the 9 or so megs. Karma coming up.. I haven't been this baffled by mysterious configurations ever since I last modified my config.sys and autoexec.bat to get a couple of kilos of more EMS, XMS and high memory. And that wasn't yesterday [e digicons];)[/e]

157 Replies 374,107 Views

Hi. My Impulse updated. Download size is sticking at 1.99GB. Tried restarting several times, refreshing, starting a download and cancelling, verifying installation. Nothing. Haven't touched my registry entries ever. Let's hope it's just me. If not, better luck next time.

157 Replies 374,107 Views

Part of the reason is also that you get bashed by fanboys the instant you make a non-constructive comment. Civ 5 doesn't have too many fanboys right now, which I personally think is a shame. I actually enjoy playing the game. Can't say the same for current Elemental version, but I have higher hopes for this one. Just wish the AI didn't have to rely on a CEO working on it whenever he has time to spare... they've got a big team, but the most problematic area can't effectively be worked by that

29 Replies 23,791 Views

[quote who="brycex99" reply="10" id="2852889"]I agree that there should be some indication that the group is doing (individual unit) x group size rather than just the base attack. It is definitely misleading. [/quote] Yeah, I made a request about showing a better value ages ago. Hopefully they will someday change it, but I'm not holding my breath. People are now accustomed to seeing the summed up value for squads. As far as I know, that value is not being used for anything

21 Replies 7,080 Views

Great additions, thank you everyone. I really like the idea that you'd be able to select from different approaches and the link-up with quests. Want to gain access to the library? Either defeat the archmage in combat or bring him a specific quest item. Also, the mention of atmosphere by tanafres is very interesting. Surveying in GalCiv was interesting in the beginning, but after a few games I would leave my surveyor automated. If you compare this to HoMM or King's Bounty, it pales in

9 Replies 11,186 Views

Hi As most of you probably know, MoM had guardians at important locations. Elemental doesn't go the guardian way but has some technology requirements. Very civ-like there. I would like to have guardians at least a possibility in Elemental. I think they add to enjoyment because they provide intermediate goals. Right now if you see a lost library, you can just pop a settlement next to it. See a shard? Pop a settlement. I don't find that very exciting, the only thing that isn't e

9 Replies 11,186 Views

[quote who="JeffSteel" reply="48" id="2822037"]If children have a mana upkeep, things might get a little dicey if the dynasty is especially fertile whilst the nation produces little mana. [/quote] It's been mentioned previously that the Sovereign and children don't have an upkeep cost. Heroes do.

259 Replies 774,281 Views

Yeah, those entries would be nice to read. The only one I remember was the one where he introduced a map where he intended to test the AIs. Unfortunately, it looks like he never got the time to use the map, or at least produce good results with it. I'm judging this from the map having islands and AI handling islands rather poorly. That should have been evident with the test map.

8 Replies 7,865 Views

[quote who="Phylast57" reply="7" id="2815619"] Totally agree. At first, I got attacked more than a few times, but the AI hasn't declared war on me in awhile--a little defense goes along way.[/quote] This is actually behavior that I'd like to see different from GalCivs. With GalCiv, you're never going to get attacked if you maintain a certain amount of forces. And if you don't, you get stomped. This leads to repetitive games with the player as the only aggressor.

16 Replies 14,194 Views

The Cloth map is beautiful. I like it that character creation is not simply a list of +/- numerical values. Custom unit creation is nice and could benefit from more choices, like different special abilities for items. A tower shield could give a large bonus against missiles but a penalty to attack. A medium shield would have a slightly smaller defense value, small bonus against missiles, but no penalties. Different tech trees for Kingdom and Empire is nice. Even more d

134 Replies 426,510 Views

[quote quoting="post"] [Suggestion/Gameplay] Movement - It seems nearly impossible to get units that move more than 2, and a lot of terrains slow you down. This game could really really use some woodsman/mountaineer/plainstrider sorts of abilities that would reduce the cost of moving through various terrains. This would also encourage players to make multiple different units that have these abilities so they could compose armies that have multiple pathfinding abilities. [/quote]</p

3 Replies 27,043 Views

[quote who="pad152" reply="37" id="2793102"]The milestone for the AI should be the ability to play on a map of islands, something the AI still can't do! This is something Civ games have been able to do from Civ II (I don't remember Civ I). Building harbors, loading/unloading units, even moving ships is just painful in Elemental. [/quote] This reminds me of a journal entry from the beginning of June. I won

54 Replies 29,530 Views

Capitar is a nation. Can't recall what the name of the town is in campaign. The one you went to before founding your mine. Make sure you have 25 crystals and send a unit to their capital. I hope it isn't a bug that's stopping your progress.

18 Replies 9,826 Views

SoaSE is more like Starcraft with ships, SotS is more like Total War in space. SoaSE is real-time in both strategic and tactical parts (which are integrated quite nicely), SotS has turn based strategic side with resource management similar to MoO 1. SotS tactical combat is real-time, but with great depth. More like Homeworld than your typical RTS. Personally I prefer SotS, but your mileage may vary. SoaSE is probably better for multiplayer.

40 Replies 178,666 Views

For me it depends on the game. I especially like it if a game has a key bound to the grid. Then you can play with the grid off, but switch it on to count an important movement with a simple keypress. Then re-enable it. Of course the most important thing about the important movement is being able to click accurately on the hex/square/area that you're moving to. I'm looking at you, Elemental tactical combat.

17 Replies 55,369 Views

Interesting find. I've also has my share of enemy sovereigns not founding cities and ending up rather pathetic. Hopefully this will help in fixing the issues.

3 Replies 3,167 Views

It would be nice to have a Tower Shield as equipment. It would reduce attacking potential by combat speed or attack reduction, but have extra protection against arrows. Shields in general should be good against arrows.

38 Replies 25,535 Views

Agreed with many other posters, the game mechanics are far more important at this point than tutorials and graphics. There are quite a few unstoppable strategies in the game. They are made possible by AI "blind spots" combined with poorly balanced mechanics. I'm not saying all the mechanics are bogus, just that some of them suffer from bad balancing. Really bad balancing. You know, "suck the fun out of game bad". For what it's worth, the graphics look beautiful to my eye. Espe

68 Replies 146,626 Views

Oooh, a bonus question! I wanna try. I will hazard a guess that you're a programmer. I make the guess based on me being a programmer and also spending too much time on combat formulas in games [e digicons];P[/e] As to your solution, I think it may be mathematically sound, but doesn't communicate very well to the gamer. And I'd like to have slow, lumbering units that are easy to hit, but have a large damage reduction. That and the other way around. That would real

15 Replies 41,992 Views

Hopefully the mana pool will be independent from a unique caster's ability to draw from it. If there's 1000 mana in the pool, a single caster should still be able to draw only a limited amount in a single combat. And if a tactical spell costs 5 mana then per turn mana regen should remember this. Gathering mana for several turns just to fire a single fire bolt is not very epic. Summons on the other hand could cost more, even with the added maintenance.

45 Replies 28,123 Views

Personally I don't feel the problem of combat is the lack of numbers. I think combat needs more predictability, mostly achieved by 1DN going away and better balance. Add to this a better AI and some active and passive abilities that make the combat more than just waiting for the enemy to end their movement next to you and then beating them up. MoM didn't actually have separate attack and damage numbers. It had an attacks that had a base 30% chance of hitting. Just because that 30% bas

6 Replies 5,804 Views

Ordinary units were usually 6 men strong in MoM. Only monsters and heroes had just a single figure. Many summoned units had two in them and cavalry usually had 4. The situation is slightly different here since the builder can decide on the unit size, but I think a default size of 3 for mundane units might be a good one.

10 Replies 7,397 Views

[quote who="Werewindlefr" reply="9" id="2774553"]Is the Squad size bug (where squad power would increase when members would die) fixed? What about squad size change bugs due to the HP bonus from cities?[/quote] I'd really like to hear an answer to this also. And regarding the recruitment of heroes, I would vote for #2. The heroes shouldn't join even for more money.

245 Replies 840,525 Views