Das123

Das123

Joined Last seen Member # 665472
160 Posts 819 Replies 22,872 Reputation

If simultaneous damage is introduced with the current HPs it will look bloody funny where each units attacks another and both die as a result. A real WTF moment. ;) Simultaneous damage is being considered to overcome the first-strike imbalance within the game which the AI can't handle. Please consider other options before just dumbing down tactical combat to solve this. With simultaneous damage turned on it won't solve the missile imbalance either. There has got to be a soluti

69 Replies 171,882 Views

I've stopped playing until the next patch as well. The population bug is a real killer.

69 Replies 171,882 Views

There are a lot of issues with tactical battles that mainly stem from the extremely small movement/action-point allowance and the consequent tiny battle fields. Simultaneous strikes would solve the the problem of the first strike but it would really just dumb-down the strategic element of the game even more. You wouldn't even need to enter tactical battles if this was introduced - you could just auto-resolve all the time. As it is at the moment all you need to do is make sure you

25 Replies 12,966 Views

OK, found how to demolish buildings. :) I demolished a monastery and my pop usage went from 485 to 335. 150 population points! In the listing it said this should have cost 30 population points. I'll try demolishing a few other buildings and see if any others have the same sort of issue. Found a couple of others... Inns and Merchants are both supposed to be 10 population cost but are 50.

69 Replies 171,882 Views

Sorry. Posted in support forum... 1. Abandoned villages don't show on 3d map. Can see them in cloth map. 2. Need a way to demolish buildings to free up population. Population is much more difficult to control now which is good as long as we have the capacity to manage it. 3. AI committed suicide by walking alone right up to a city I had recently captured from him. 4. No shard spells can be researched. I have both Air and Earth shards but can't research

69 Replies 171,882 Views

1. Abandoned villages don't show on 3d map. Can see them in cloth map. 2. Need a way to demolish buildings to free up population. Population is much more difficult to control now which is good as long as we have the capacity to manage it. 3. AI committed suicide by walking alone right up to a city I had recently captured from him. 4. No shard spells can be researched. I have both Air and Earth shards but can't research any spells from these areas. 5. Te

2 Replies 1,683 Views

[quote who="Thormodr" reply="18" id="2949232"]I think they should keep tactical combat. It was super fun in AOW and it still could be in E:FE. [/quote] I'm not in favour of getting rid of tactical combat - but I really don't see how Elemental could change enough of its model to come close to the elegance of tactical combat in AoW. Specifically: AoW is hex based, E:EoM checker based. AoW standard movement is around 6 hexes, E:WoM is 2

30 Replies 98,436 Views

The problems that need solving are: 1. How do you make city spam a non-issue by making the game viable for players with just a few cities? 2. How do you stop micromanagement (deleting etc to make space)? 3. How do you make city specialisation a strategic element of the game? 4. How do you stop city sprawl on the world map? I like the idea of 'fr

32 Replies 76,082 Views

Sorry, but this idea still seems like a stop-gap measure rather than a solution to me. The game mechanics should be looked at first - then enhancements to the application of the mechanics should follow. Not the other way around. Fixing the tech tree should be number 1 priority before figuring out how to apply the current broken model in a slightly better fashion. This won't fix or even address the core issues in any meaningful way.

32 Replies 87,155 Views

I like some of what I've read about FE and am concerned about some others so thought I would ask some questions: 1. What are the biomes in FE and how are they different than WoM? It appears there are still only three biomes (Civilised, Blighted and Fallen) but it looks as though only Civilised is controllable (or desired) by the player. 2. What races can be played and how do races respond to e

5 Replies 3,660 Views

[quote who="BoogieBac" reply="20" id="2939629"]Dynasties were one of the features that always felt undercooked, and while we came up with several cool ways to improve them, it was on the 'other side' of the feature split when mapping out the expansions. It'll be revisited, but we wanted FE to be a solid base, and for that the World, Magic, and Battles needed to be solidified first.[/quote] This is excellent feedback. Thank you. Dynasties were half-baked in El

102 Replies 93,233 Views

I've stayed away from Elemental now for a few months to try and re-look at it objectively and from a fresh perspective. Unfortunately, the game is still 'plain salted' rather than 'spicy mexican'. That is, its game-play is still bland - and with major holes in its game-play mechanics and balance. On the other-hand there have been UI and improvements to stability which make it at least not the chore to play it was at release. When I start a game it still doesn't

21 Replies 9,792 Views

AT RELEASE: E: War of Magic: 4/10 Civilization V: 7/10 Distant Worlds: 8/10 MineCraft: 9/10 END OF 2010: E: War of Magic: 6/10 Civilization V: 7/10 Distant Worlds: 9/10 MineCraft: 9/10 NOW: E: War of Magic: 7/10 Civilization V: 6/10 Distant Worlds: 9/10 MineCraft: 9/10 <

135 Replies 369,719 Views

[quote quoting="post"] ... One area I do care about a lot is cultural fitting. We have basically zero voluntary turn over here. And I think a lot of the reason is how fun the environment is. It’s a weird crew here. A silly silly crew. [/quote] I agree with you 100%. So often protecting the corporate culture is over-looked when hiring. I've only ever hired once where culture played a secondary role to experience and it was soooooooo disruptive. Took ages

19 Replies 74,278 Views

I agree with the OP. In Age of Wonders races were Good, Neutral or Evil but that really only came into play when you mixed units in a stack. Under that there was a matrix of racial acceptance that really drove the diplomacy. Distant Worlds has both a racial matrix as well as your choice of government to give it its diplomatic acceptance.

58 Replies 40,346 Views

EmersonPF nailed it with his post. And Cykur addressing the Strategy vs Galactic Simulator is a very important point. I am an avid gamer and have been since I got my first computer, a TRS80, back in 1983. Distant Worlds is definitely one of my all-time favourite games - absolutely a stand-alone first place amongst all the space 4X games I've played (Stars!, MOO2, GalCiv 1 & 2, Sins, SOTS, Armada 2526, and many many others). I love the scope and random life of each

26 Replies 107,453 Views

[quote who="SirBedwyr" reply="80" id="2882019"]All the arguments I'm seeing in favor of C++/Angelscript appear to be oriented toward making things easier on proficient programmers rather than making it reasonably easy for a non-programmer to pick up. Not liking those arguments.[/quote] The non-programmers will still have access to the XML modifications. I think that this level needs to be for modders who are beyond the beginner level as far as programming is concerned.

157 Replies 406,150 Views

I've not used Lua but have limited use of Python. From what I've read both are going to be relatively simple for modders to use. Lua seems to be designed to interface directly with C++ so is faster and simpler. Python has better OO capabilities but Lua can still do simple OO. Without having used it I'd pick Lua with the ability to bring in C++ modules. That way simple stuff can be done purely in Lua but the complex mods would bring in C++ modules

157 Replies 406,150 Views

This thread contains what I consider the most important feedback for Elemental. It has unfortunately largely been ignored in the past but I hope this is taken on-board now.

16 Replies 57,704 Views

Thanks Steven. :) Good tip. :) [quote who="bpalczewski" reply="5" id="2878652"]Agree also about inaccurate informations on unit cards: in one battle i calculated that a chance of hitting over 80% (one miss in five) i have more misses than hits (like 10 to 8) and quite often it happens that i miss three out of five, though the percentage is never below 80 .. [/quote] Do you mean dodges, or blocks, or both? A blocking miss is still conside

8 Replies 2,935 Views

Yes, there seem to be quite a few problems with the way the tactical battles have been programmed. Brad has mentioned that the multi-threading code should have allowed many calculations to occur concurrently but tactical battles seems very linear in the way the code runs them. The problems are: 1. As mentioned in the OP the damage and feedback text during battles is not consistent and sometimes shows incorrect information. 2. You have to completely wait for animations

8 Replies 2,935 Views

I also had an OOM crash when trying to quicksave. I'd been playing for 6 hours so I thought it was fair enough. :)

13 Replies 9,515 Views

What is with path-finding in Elemental? It has been terrible all the way along. If a unit or stack has a choice of moving two squares in the open or one square in a forest it will take the one square option all the time. I don't get it. This seriously needs to be looked at. Another instance was I had a caravan I was sending through a forest to arrive at another city. One square away travelling in the same direction was a road. Guess which option it took out of moving one square or fou

0 Replies 804 Views