Editors are a game all by themselves and I can't wait to play!
ghog69
Can we use the Diplomacy skill NOW in order to convince you to turn on ALL of the Research options? If this fails we'll be forced to resort to Magic and I'm sure you don't want us to go there. [e digicons]:rofl:[/e]
I always wanted to make a modern Starflight...........one of the early space exploration games. [e digicons]:drool:[/e]
I'm about ready to head off to bed, but just wanted to give you some support. This is the kind of stuff I would like to see from Elemental! I'd like the game to focus on key TBS assets for the strategy and allow a deep RPG side to fill in all of the gaps. Imagine a TBS game that made you feel like you were a part of the pain and suffering, the victory and defeat, and the liberation and joy of your people. Imagine you were the leader who made the tough choices, but for all the right re
I like it! Put it in! [e digicons]:grin:[/e] Seriously though, it would add basic strategies to cities and other settlements without excessive micromanaging. I've posted before that I wanted houses gone, so you'll get my full support on that one. I like the 'proximity' based bonuses for all sorts of tactical reason and I would love to see cities of all sizes and degrees of importance.
I would say I'm in agreement with you about nothing making the game stand out, at least at this point and time. To be fair, this dev team listens and reacts to player suggestions and they are still doing so. Also, we still don't have all of the basic game systems in place to make any real judgement. With that being said, I fear they might be focusing on the wrong things that would make the game fun, while setting it apart from other TBS games. I'm leaning toward the belief that the de
The more this debate continues, the more I want city building to be basic and simplified. There are too many other empire building games that are all about what you build, when you build and how many you build. Been there, done that. I'd like to see the World of Elemental influencing my cities! I'd like only ONE of each building type per city. I'd like research to upgrade my buildings and at the same time increase population, food production, etc. I'd like my cities' population to dro
I originally thought they wanted to get away from complexity in city building, but now it seems they are LOOKING for ways to make that aspect more strategic. I would prefer to keep the city building simpler if other parts of the game contribute the strategy, but as of now it is tough to say where and how much complexity will be contributed by those other systems. If the RPG side is 'lite' then I can see needing more strategy coming from city building. For me, ma
Whether you would consider it pacing or lack of strategic planning, I agree the beginning of the game is extremely slow. I would like to see early exploration count more towards getting your civilization up and running quickly. Instead of waiting for buildings to be built and resources to accumulate, go out exploring and find the goods you need to 'help it along'. They could be anything from scrap metals to wild foods. Maybe you'll find someone in need and they'll give you materials a
I'm hoping they turn more 'on' sooner rather than later as I'm having a difficult time recommending pacing/balance adjustments with much of the game still not in. As of right now it is overly simplified and I'd love to see how all the basic systems interact. My fear right now is that Elemental will remain RPG-lite attached to a simplified TBS. I'm hoping all systems will be moderately complex and varied, but I fear that might not be the case considering many of the suggestions with cities and
[quote who="lswallie" reply="2" id="2650494"]Or instead of half a dozen inns there are a band of nomads settled around some wagons. And they need water or food, or there are wolves attacking them at night, or there are bandits attacking them. Do you help? And how do you help? Inns serve no purpose other than occasionally giving you a quest. And there is no telling if said inn has a quest available unless you run across the map to find out. There should be atleast an icon indicating
#1 City Improvements/#6 Other types of World Resources Here is an idea that breaks away from huts, etc. and also contributes other World resources to play with. I'm sure many craftsmen lived where they worked as many were poor. Let's assume your population lives within the city limits in each of the businesses built there i.e Armory, etc. The 'caps' on population would not be based on available tiles and the housing built on them. (Huts would b
[quote who="Stmorpheus" reply="13" id="2649881"]well, i think that they should implement a city governor, that works kinda like the GalCiv2 starbase autobuild function. you can give it parameters and it builds itself automatically. like for instance. defense level - none, low, moderate, high, very high. this would tell the governor to build a certain amount of units and defenses based on this setting. city type - resource, military, research, merch
[quote who="BoogieBac" reply="10" id="2649108"]Just a heeds on on what we specificaly have in the gfx pipeline... 1. Terrain Textures: We have a couple of tricks to employ to get the terrain textures looking less..boring They dont currently have the washed/painted feel that we want, so expect improvements there. 2. Forests: Gah, where to begin! Basically, forests are getting a major overhaul, from their toothpick trunks to the size/plcement/number of le
[quote who="GW Swicord" reply="49" id="2542730"] See, I would get frustrated with soemthing like this. If I'm used to X building producing Y, I don't want to have to figure out "now why am I now getting Z instead of Y from X"...mostly where Z is a MUCH lower number than Y. Holy over-20k treasury penalty, Batman! Re the 5-step plan for pop centers, I would also prefer to see a smoother, more organic approach to pop site growth. Ditching level numbers for words in that sp
I second this! We don't want to scare new players away and having them kill a Champion they were trying to recruit will only frustrate them.
I personally think this is another area that needs some balancing, but I want to play some more before I commit to that belief. My initial impression is that research comes far too quickly in comparison to my character growth. It seems like all techs take the same amount of time to research, where I would expect advanced research to take longer than more basic technology. Sure it depends on how much research you have allocated, but advanced techs should still take some
I think this will fall under the 'balance' that they want us to test and comment on. It is a slow progression, but you can avoid those tougher mobs and find easier prey. You will soon be strong enough that you can take many of them out. Just hang in there and keep building/exploring. I can't say if they really wanted those strong mobs in starting areas or not, but they are a little too strong. Never mind! [e digicons]:blush:[/e]
Thursday would be fine with me. [e digicons]:grin:[/e] Can't wait to finally see the game and not just read about it.
[quote who="TucoBenedicto" reply="148" id="2641924"] Quoting _PawelS_, reply 146I think the current screenshots look better that the one posted by TucoBenedicto. Somehow I don't like the use of colors on it. Well, I don't. Really. In fact, to me is even hard to understand how THIS... Reduced 29%Original 1920 x 1081 ...can be perceived as better than this: Reduced 42%Original 1282 x 1026 I regard this second one as very cl
[quote who="Raven X" reply="45" id="2642773"] Quoting Zubaz, reply 43I'm not much of a modder . . but after seeing *this* vid I can't get the thought of recreating Odyssey: The Complete Adventure using this engine. Thanks Stardock! Exactly. For me this game is a lot about "what I can do With it". I'm sure the story driven campaign will be very cool. Honestly though once I've beaten it once or twice it's gonna be all about the making HUGE random maps and populating t
On the box: "Elemental.......driven by the first self-aware AI. If it can't beat you, it'll sue you." So I guess you should include 'Civil Lawyer' under recommended specs. [e digicons]:P[/e]
[quote who="Raven X" reply="21" id="2636634"] Quoting DarthPrincey, reply 18Totally agree with larienna and Raven X, a monster editor would be amazing. It's so true no matter how much you get you always want more..... Check out This Idea post. If they add something like that we can make Races And Monsters, which is basically what I had in mind when proposing the idea. Mostly because it would help me make "Draconians" for the Dragonlance Mod really easily.[/quot
[quote who="Frogboy" reply="78" id="2630655"]Elemental could literally not be made for a console without drastically changing its design. The fact is, there is just too much stuff to fit into the limitations of a console. The reason why games are "dumbed down" for consoles is because consoles are weak. They're basically 5 year old PCs with decent video cards. I'm interested in making a strategy game that has a lot of depth to it and demonstrates what a game
[quote who="Raven X" reply="159" id="2630615"] Quoting ghog69, reply 158WINNER.TAKE.ALL I would prefer the pre-made maps to the randomized ones only if there are truly hundreds to choose from. If not I fear the maps would become predictable and the 'strategy' would be lost. I don't know how quickly the team could make that many maps representing varied tactics so I ask, "Is it worth the effort?" Would the time be best served to support the map making community and have a new p