Sign me up for the petition. Whatever way it's accomplished, we need more information for the level-up decisions.
Vallu751
1. I like Elemental: Fallen Enchantress as it is. 3. Tactical summons and spells affecting the entire battle area, like prayer and counterspell from MoM. Overland enchantments are also really cool, like 'Eternal night' or 'Holy Crusade'. 5. For random events I like events that give boni more than those that give penalties. -50% something just slows the game down. 2x mana from shards for a short period creates an interesting period.
I agree with what Kongdej is saying. That's the way many games show paths, including Civ 5. And it works great. Only problem with it that I can see is that it might be difficult to program as there are a lot of calculations to do if you move your mouse around. I hope Stardock has the resources and know-how to do it.
Yeah, the "equip" button is not very useful right now since you have no clue what you're replacing with the found item. It's okay for the very beginning of the game when you don't have any items, but later on what you really need is the equip or trade screen.
Like the title says. When you find something lying on the ground, you first get a pop-up saying "you have found an item" and after clicking ok, you get a new pop-up saying what you found. The first pop-up is redundant, all the information could be in a single pop-up.
Nothing by Studio Ghibli on the list? I believe you, my dear forum friend, have a lot of excellent animation movies to catch up with [e digicons]:thumbsup:[/e]
Wouldn't these changes actually simplify the game a lot? I mean I could just decide to play a fire mage and make every shard I meet have a fire shrine. Every game I could accomplish the same thing, no matter what the map layout would be.
How about just a flat decrease without messing with the stats, which can get screwy. Every hit has half the hit chance of the previous one. Assuming you have an 80% chance to hit, that would mean that second hit has 40% chance, third a 20% chance, then 10% and so on.
[quote who="joasoze" reply="12" id="3186316"]If they use 1% of the budget on AI this time, then we might actually have a game [/quote] I've found the AI to be quite good since Napoleon. It does have it's weaknesses, but what AI doesn't? I especially like how the AI actually attacks you on the strategic map. Back during the otherwise excellent Medieval 2, you could just walk over Europe, avoiding enemy armies and taking undefended cities.
For vintage, I'd like to give an honorary mention for two Spectrum titles: Reberstar Raiders Lords of Midnight Other than that, pretty much the games you've all mentioned already :-)
Decimals and computers don't mix as well as integers and computers.
In case you want to participate in the ongoing discussion: https://forums.elementalgame.com/420530
If I do immaterial work for someone for 50 hours, let's say I build them something out of their own materials. And they don't pay me. I would call that stealing, just like I would call piracy stealing. I'm not 100% sure of the differences between the words stealing and theft. In finnish we have just one word for the whole thing. Piracy, incidentally, is simply called "illegal copying". Fancy words sometimes hide true meanings. In other news, the expansion
Making tireless march apply only to strategic movements sounds good to me. I'm not as sure of the rest. Fractional movement costs are not very intuitive to humans. How about plains costing 1 and rough terrain 1.5? That would also communicate the meaning: "You can move 50% faster along plains than along rough terrain"
Looks like the pathfinding algorithm doesn't consider the first diagonal movement to be valid. Hopefully this one is easy to fix. Also, if they just showed the path before movement, we would be able to avoid this and other pitfalls. It's hazardous to move more than one square at a time if there are monsters or enemies around, since you have no indication which direction your stack will take. With GalCiv this wasn't an issue as you knew you'd be flying pretty straigth as there was no terrain.
Very well, I now see the light :-) 64 bit it is then, others can eat cake! Sorry about yet another food analogy, MarvinKosh :p
Let me put this in another way. You have 4 bucks. An ice-cream costs 2 a cherry 3. You want the ice-cream more, but you buy the cherry and complain you didn't have enough money. Now change the words: red capes on campaign map = cherry, some other feature = ice-cream, money = memory. That's a design decision. Sure it would be best to have 5 bucks, but if you only have 4, you need to pick where to use it.
Exactly. We can't have everything so we should have that which serves the purpose best.
Savyg, this is what started this: "But we can't have lots of equally equippable body types because we can't fit it in memory" Are you on track now?
[quote who="Savyg" reply="21" id="3161044"]Could their design be less ambitious? Of course. But if it was, would they want to play it? Who would want to create a game they don't want to play? I'm sure I could continue, but I assume you get the point.[/quote] Yeah, it's a valid point. I guess my point revolves around the "bang per buck" principle. Which is more valuable to the player? Nice looking trinkets on the strategy map, or visually distin
[quote who="Frogboy" reply="5" id="3158655"]This is incredibly important to the industry. Not having access to more memory is very limiting these days. For instance, for those of you who have read Elemental: Destiny's Embers, you know that the Fallen aren't just "big humans". They are, effectively, a collection of fantasy archetypes. The Ironeers are supposed to be dwarves. But we can't have lots of equally equippable body t
One reason for the connection is that all crashes are relayed to them automatically. Which is a pretty good feature for a beta, I think. I know I wouldn't want to write an email / forums post with attachments every time a beta product crashes on me. That alone is worth the connection in my eyes.
The Black Company by Glen Cook might be worth a shot for you.
Looks very interesting. And more promising than Sword of the Stars 2 at the moment.. The UI looks really beautiful. Hopefully the gameplay is smooth and deep too. Time for a happy face [e digicons]:D[/e]
Maybe the AI should be taking unit counts into account when deciding on spells? Few units on own side -> use buffs and summons. Many units on own side, few on enemy side -> debuffs and direct damage.