Now that the dust from the release shenanigans has settled, some progress has been made and all sorts of exciting things have happened, I have come to the conclusion that releasing the game that early was a good thing. Now, we all know that the game was in pretty bad shape and it wasn't intentional at all. Considering all this, I started thinking how the end of the year would've shaped out if Elemental was still in Beta, officially. We don't know of Derek Paxton (Kael) would've been h
LNQ
Based on Jon Shafer's Tweet: "On the other hand, you'll find out what I'll be up to very soon." I'm starting to wonder if it could actually be true that he's joining SD. It all fits so conveniently together.
.. so when are we going to know who the new three guys are? I wanna know! Please!
EDIT: Didn't notice page 2.
[quote who="lordjaven" reply="3" id="2858447"]As I have mentioned before, it would be very nice to have the automatic combat button allow you to watch the combat play out and allow you to stop auto combat and give new orders or cast new spells as needed. I dont like that I have to manually control the entire fight or hit auto combat and have no control at all.[/quote] I would very much like this as well. Kind of to allow you to fast forward parts of battles that you are confident
Glad to hear that you've been able to find three good people to join the team. Finding the right people to any job is such a difficult task. One of the most important skills of anyone working in a management position.
I think SD has said that the whole tactical combat is getting overhauled. The new system is supposedly completely different to the one we have now, so I'll refrain from giving out suggestions before I know what kind of combat we're going to have.
GW, exactly. [quote who="GW Swicord" reply="4" id="2856796"] Sounds good to me, but the devs have long seemed slightly averse to keyboard stuff. I'm still pining for the Keyboard tab that was briefly available in Options for some of the betas.[/quote] I wouldn't mind having a button in the UI that would do this, instead of a keyboard stroke. Slightly off-topic, but I wouldn't mind there being some sort of a transition animation when the world turns into a cloth ma
Exactly. When you want to use the cloth map, you usually want to have it zoomed in pretty close. But you also want to zoom out in the normal view at times, so the current system isn't useful at all. I really hope this gets fixed eventually, at least as an option to have the map appear manually, not automatically.
I don't like the system where you have to zoom out to get to see the cloth map. I also don't like that I can't zoom out in the normal view without entering the cloth map, as I've set the cloth map to open up when relatively close for practical purposes. You need the cloth map at times to figure out which tiles are forest and which aren't (this is already in my opinion a problem), so I would like to just switch between map mode and normal mode by pressing a button, not b
I want it all
[quote who="MxM111" reply="80" id="2855112"] Changing game mechanics just to be able to do random maps? I would rather have game mechanics aimed on interesting gameplay... [/quote] I do believe you can have both. And I truly hope we will have both.
Only the economy is unaddressed. It needs some work still, too. Now I think we're pretty much covered.
[quote quoting="post"]My main question is, will this game ever be playable, maybe after I get patch 1.1 if Impulse isn't being terribly slow....[/quote] It's playable with 1.1, but you probably want to wait until the first expansion to fire it up. It's going to be a different game to the one you can play now.
[quote who="Frogboy" reply="34" id="2854018"]There will be a lot more details given in the coming weeks. But I know a few include a massive revamp of game mechanics (food/housing/etc. to be a lot different and we think better), a totally new tactical combat system (not a modification of what's in the v1.1 series but a new one entirely). A new spell system (v1.1 introduced a new magic system, the expansion would focus on how spells are obtained and cast), more personality and diffe
Brad seems to have always been for fast pacing. In the dev journals he has many times mentioned that the pacing should let the player do something interesting every single turn. From the start I was kind of afraid that it would mean the game was working on steroids. It doesn't feel fun when you get a new spell every two turns and research all techs in a couple of hours. This kind of pacing kills the epicness of the game.
I'm with Heavenfall on this. I don't think a system like the OP would be good for the game, but this does show that city development needs something to make the environment more interactive. Having the strategic resources appear in their natural environment is a start. I have all sorts of ideas that could work or suck. One is that you could build certain creature dwellings only on a specific tile. This could work for example so that by studying certain advanced techs,
[quote who="Fistalis" reply="47" id="2852706"] Lastly the discussion is most disappointing GAME... what part of that did you not understand. [/quote] Did you read the quote I addressed? "All expectations and sequels and such aside" was part of the quote. What part of that did you not understand? To reiterate: I'm not a fanboy of either SD or Firaxis. But if you name Civ V "Startegy Game 1" and Elemental 1.1 "Strategy Game 2" and development wo
I'd be disappointed if 1.1 -> 1.2 wasn't as big of a change as 1.0 -> 1.1. I'm expecting Tactical Battles to be completely re-done, and Magic made a more fundamental part of the game. Or some other similar changes if these two are done later.
"That being said, all expectations and sequels and such aside, Elemental has come a long way since 1.0 and as of 1.1 I'd put it in the same ballpark as Civ5." With all credit to Stardock and Elemental with the speed at which this ship is turning, to me stating that Elemental and CivV are in the same ballpark quality-wise seems like a pretty damn big insult to the guys at Firaxis. I won't write more because statements like that make me a bit angry at the fanboyism and I migh
Is it possible to allow a certain goodie hut / quest location to spawn only on a tile that meets certain conditions? For example have a witch hut that can only spawn on a tile that has all adjacent tiles as marshes.
EDIT: I broke the forums. Sorry. :( [quote who="phauren" reply="50" id="2851813"] How could you rate the game an 8 when we still have: bugs unbalanced gameplay magic non exsistent people still crashing weak AI No diplomacy what so ever Tech trees need work character creation that actually lets you customize your character This game is not even near a
[quote who="mqpiffle" reply="21" id="2850674"] NOT this. Completely disagree (except for the part where the combat system needs help.) The game will only stand to benefit from better questing. Quests should be run by ONLY sovs / champion units. "Army" units should be for war.[/quote] The more I think about it the more I like the additional variety unit limits would give quests. An Inn / Witch Hut / Wizard Tower fight could be restricted to even just
I don't think I'm going to give up on this game anytime soon. It has potential to become an all-time classic. It's not like the concept or the engine isn't up to par. It's just the game itself isn't there yet. Not by a long shot.
Civ5's problem is the AI. I didn't have trouble winning the game even on the hardest difficulty. It kind of ruins the game. Though I never really play that many rounds of 4x games. Finished Civ5 three times and will probably not play it until some cool mod is released.