[quote who="Frogboy" reply="2" id="2648714"]There is no such thing as a recommended research item. It's up to you.[/quote] I can't exactly choose the tech that I want when the game already makes that choice for me. This is not a game where similar techs take a similar amount of time. I can't focus on one research type due to the exponential amount of points it takes. I get penalized when I want to take advantage of the different food production bonuses that my cities can have. I HA
aLap
Elemental is looking increasingly appealing, now with the 3D layer added in BETA 2. From what we can see, is there going to be a dramatic improvement that will make people dazzle at the scenery, or will budget restrictions just be enough for slightly better graphics of an otherwise well-made game? I much prefer a well-made game, but an aesthetically pleasing setting will definitely add to a long lasting appeal. I'm at this moment playing King Arthur: the Role-playing Wargame a
My main concern: there's a ton of research to be made, right from the beginning. I'm fine with having different layers of complexity getting branched out as I continue to play and understand a game. But I find it a bit overwhelming having to decide on a bunch of research items (being some of them very similar to each other), right when I'm starting to build my civilization. For example, why separate Farming, Orchards and Beekeping? These are all food bonuses for my cities. If I have o
Frogboy... lazy?! [e digicons]:rofl:[/e]
The retro intro and the ambient music are nicely done. The exploration shows great potential and the random items you can find seem to be evenly distributed already. The mouse navigation, though still rudimentary, feels right. The random items and the navigation reminds me of GalCiv - which is a good thing. The technology tree has a refreshing take from what is the norm and it also feels right; it certainly needs more work with accessibility and management. Thumbs up! :)</p
[GREAT] Intro [e digicons]k1[/e]
Besides the reasons for any block and how deserving that is, an indication to the affected user would be better. We all know how this faceless interaction on the internet can give way to all sorts of speculation, actions and reactions. An appropriate indication (excluding the tempting silent approach) would at least avoid the notion that a total ban happened, and this thread would have no reason to be. Make it so that when the forum admin/mod blocks someone, an automated messa
Great work there Scoutdog, though I think this might be premature. If you right-click on your installed Elemental from Impulse, you have "View History" that displays the current objectives: [quote] Elemental Beta 1 (0.22 on Impulse) --------------------- Objectives of BETA 1 in detail: 1.We want to know if it runs okay on your computers. If it doesn’t, tell us what operating system you’re running, video card (dxdiag is a use
. [quote who="Shadowhal" reply="16" id="2251412"] Quoting pigeonpigeon, reply 15The only thing about this post that disappoints me is that it looks like there won't be dynamic alignment selection. I think allowing alignment to change during the course of the game would allow for tons of opportunities, both for play style and diplomacy. That said, I guess it'd be possible to start out as a given alignment but still change during the game. After all, good can turn to evil and vi
[quote who="Luckmann" reply="10" id="2243165"] Did we just missunderstand you, or did you somehow completely miss all the ravings about multiplayer? [/quote] That's common to happen at this stage, unless you go and read all the previous journals. It happened to me as well. Having that in mind, I'd say to just point people in the right direction, since what would be obvious to some isn't for others.
[quote]Doing an option for turn based and another for real-time is essentially developing 2 engines with AI that can work under either.[/quote] I understand your point, though I was thinking more on a modding perspective. By introducing a "cheat" in the movement cap (I've done that for fun in Civ IV and Gal Civ II) with a limited number of elements in play and mod-like changes, in theory a "real-time" result could be obtained for a new form of multiplayer experience. E
[quote who="Annatar11" reply="22" id="2239804"]aLap, I think you more or less missed the whole point of what Sins did and what Elemental is going to do [/quote] I'm certainly not a purist, and like when developers succeed on pushing a game genre forward. I saw a possibility with multiplayer, that's all, and I hope to see an innovative spirit with Elemental in one way or another. If not... I'm sure that we'll still have a good game to play.
[quote quoting="post"] But we are still pushing to have an Alpha build on June 25th to give out. It’ll be cloth map only (so what you see in the above screenshot won’t be in the alpha series and the betas will look a lot better than what you see above too). We’re pretty excited because we plan to do this somewhat differently than other builds.[/quote] It is an opportunity to be different since, for one, the feedback is limited with wha
EDIT: forum malfunction.
Single player, multiplayer AND modding tools to boot... For mod tools, it would be great to also have building creation, environment tweaking and scripting elements.
[quote who="pigeonpigeon" reply="15" id="2238920"] Sins is not a turn-based game... What, exactly, has it shown to be possible that is in any way relevant to a turn-based strategy game?[/quote] http://pc.gamespy.com/pc/sins-of-a-solar-empire/850906p1.html Once upon a time there were "4X" turn-based strategy games and real-time strategy games and the two philosophies behind them couldn't have been more different. A "4X" game is all about the big-picture: building an empire
It would be nice to see some sort of real-time play option, taking into consideration what Sins has shown to be possible, though that would be somewhat over the line for an old school kind of game...
[quote who="Annatar11" reply="23" id="2237938"]Latency worries in a turn based game? [/quote] I am a latency-traumatized gamer. [e digicons];P[/e]
Seems like a mix of Caesar (in a lesser extent), Civilization, Heroes of Might and Magic, and Spore's simplification qualities to bind them all together. Of course that Elemental will have its own unique blend and hopefully with a better result than Spore's. I'm just using these past examples to try and get a reference of what to expect. Maybe other games can be better used as reference examples? :)
[quote who="pigeonpigeon" reply="5" id="2234195"] Sigh. Bot != AI. There will be AI in this game. Of course there will be AI. A couple posts back someone else said more or less the same as you just did, so I guess I'll repeat my response... The bots he was talking about were the proposed persistent bots that would have their own stats, and join games like people would. Apparently they were hated in Demigod, so they've been axed for Elemental.[/quote] So, there will be
[quote who="pigeonpigeon" reply="2" id="2234101"] I get the impression you're misunderstanding what he meant by bots. You will be able to play multiplayer games with AI players, and there will probably be the option to replace a dropped player, or a player who left the game, with an AI. The bots frogboy was talking about were the proposed persistent bots, with stats and all.[/quote] That's what you get for not being on top of things. I had just read the other thread showing that
I'm a bit late to this train, and I didn't went through all pages, but here's my two cents anyway... [quote quoting="post"] That said, here are a few things that multiplayer in Elemental will have: 1. Multiplayer games will be hosted by us. Period. No peer to peer. Not even hosted on the user’s box. Our servers. No ports, no proxies, nothing. We’re hosting it. [/quote] Excellent. Depending on peer-to-peer for multiplaying sucks an awful lot for