Man, I remember seeing this thread a LONG time ago and someone suggested to buy it once the expansion came out. I thought it look... O.K. Anyways, I recently decided to buy it and was, initially, totally overwhelmed. However, I took the time to learn it, found some AWESOME mods, and LOVE THIS GAME. It plays slowly, like a TBS, but it is an RTS. Each game interesting stuff happening as my last game someone built a superweapon and went on a MASSIVE killing spree because the
James009D
What graphics settings are you guys using? High, low, medium...
I always figured the caravans took a day off upon returning from a trade venture.
Agreed. Also, "Guard" or "Fortify" should be one of the first three buttons on the selection menu instead of "Disband". I dislike having to click to find it.
My game is much more stable now too. I was crashing like crazy before this patch but now the game is playable. Only bug I'm really seeing, atm, is the portraits keep resetting which is annoying.
I've noticed that the names of grouped characters is often messing up displaying things like "Champion" instead of the hero/adventurer's actual name. Also, portraits keep resetting after I "edit" them... irritating bugs.
When I play these sort of games I like to have a variety of nations playing at different AI difficulty levels which is common in many TBS and RTS games these days, Stardock has been a great example of this function. For example, I made a smaller "wildman" nation who plays at the Easy difficulty level while a nation like Capitar plays on Medium and Magnar, being the emergent threat, plays on Hard. I believe that this gives a variety of gameplay and difficulty while also making it more fun and
I understand the bonuses of the multipliers but, to me, it just makes a bit more sense to add a +1 (or whatever) gold or research in addition to a small % bonus multiplier. Merchants, for example, really need this because the only income I'm receiving from my cities appears to be via taxes (which I like), however, there should also be capitalism and industry producing some wealth. Also, quick question, are the Adventurer Merchants functioning right now?
[quote who="SpardaSon21" reply="10" id="2835952"]If one can get past the horrible learning curve and abominably long time before ones starts doing anything actually productive.[/quote] Yeah, I had trouble with this. I also aspired to have a HUGE ship but there was only really one or two availible. I kinda just didn't like the coldness and disconnectedness I felt from the gameworld.
Awesome summary . I've always wondered about this and wanted to know more.
[quote who="LEADER MkII" reply="58" id="2833533"]I don't know about you, but putting the fact that a game is moddable quite easely, could that count for the game's shortcoming, with the ' The community will arrange things' won't make it a better game [/quote] Honestly, I don't understand why so many of you are against modding or why that should count against it. Oblivion is not a new game, it's pretty old but the fact that they implemented an ingame editor and allow modding
I think all those "switches" and spaghetti stuff is the main substance behind decision making and thought. The brain wouldn't be much good without it. What's slowing everything down is stupid people who don't want to learn anything, get educated, or be challenged. Good article!
I just hope they don't radically change the way things worked from Oblivion and simplify all the stuff. SOME COMPLEXITY IS GOOD. Quite frankly, I don't think stupid people should be able to or know how to cast magic spells and study runes. Anyways, I like how they're drawing on the Fallout (aka Oblivion) engine for this game, they have a fantastic engine and might as well not let it go to waste. I can't wait to see what they do with it. Also, I do hope they improve the animati
I REALLY like the sound of this. I have but two questions, does Elemental now use the stats to calculate things like a Merchant's income? If not then can this feature be modded in? This is something I've been looking forward to since release. :) Looking forward to next week :)
Hospitals or healing structures is understandable and I'm also suprised none were included. All the Civilizations had them (minus maybe 5), FFH had them, and I believe that Gal Civ had something to do with it... maybe... maybe not. Sanitation or sewers... not so much. I can see how they could miss this.
I like the changes. Nice work! :D
I like to have a variety of abilities for sovereigns. My FAVORITE part of the game is creating and recruiting the heroes and them implementing them based on their abilities. The thing I've mostly wanted and thought Elemental was needed in more passive abilities, traits, and talents that these sovereigns and heroes just have. For example, I want merchants making money but I like them making MORE money while stationed in cities. I think those sort of abilities lead to interesting choices and va
Yeah! This is just like the end of Fable 3 (no spoilers). Now Elemental can either become a glorious land of good or a corrupt and evil land of industry and production ;) Anyways, can't wait to experience 1.1 as I've been taking a break for a while and waiting for an opportunity to come back to Elemental.
Good topic! I was actually JUST wondering about this myself. My question is how do you implement a SSD for things other then the OS: gaming, for example. If I want to play something like Elemental or Sim City :D or Civilization 5 on a SSD because of it's super fast load speed how do I do that? Does it work? And is it worth it? Also, what SSD would someone recommend for that?
[quote who="ZehDon" reply="9" id="2806198"]PC Games are far more complex today then they were even a mere five years ago. [/quote] I think this is a huge part of the 'problem', we've also got more hardware and software that can conflict then before. However, technology, 'best practices', and knowledge have also progressed at, I assume, a reasonable pace to counter all that. After playing some of the recently released games I just have to question many businesses "best pr
Lets take a step back and look at the social-economic aspect of all this. We're in a recession with high unemployment and a gaming industry which is making too many mistakes due to business bureaucracy, poor game concept fundamentals, and bad design strategies. Sales are not as high as they should be for PC games in retail because it's starting to be offset by online sales and console sales has always been a thread. Nobody is replacing the PC because as long as the PC
[quote who="Heavenfall" reply="1" id="2804821"]SovereignHistories.xml[/quote] Then find this: [code="html"] Map SummonUnit &nb
Thanks, looks good. I'll update the first post.
You have no idea how long I have pondered and questioned what a "game designer" and, more importantly, what a "game producer" is. So, basically, a game producer is the business management executive? You've opened my eyes but now I'm just more curious. Anyways, good journal.
You can make Fallen heroes with the Sovereign creator, then removing the sovereign tag, and adding a spawn rating. If everybody would just make two or three heroes and upload them to a centralized thread we'd have more then enough custom heroes for both Fallen and Human.