[quote who="SolarVengance" reply="16" id="2688935"] I have also worked 12hr+ days for 3 months and know that it sucks the will out of you to ever program again. I know that Elemental will be great in the end, but I'm just fearing that a too early release will affect the first impression of this game too much. Lets hope it isn't so! [/quote] First I'll just mention that I agree with long hours of programming sucking the wi
LNQ
Here's a quick list of different quest hut ideas I could think of (I don't remember which level the current quest huts are so I apologize if I made a mistake): Level 1: Inn (roads, close to cities), Refugee Camp (anywhere a bit more recluse than Inns) Level 2: Witch Hut (Marsh/Forest), Monastery (Plains/Hills) Level 3: Ruins (Anywhere), Thieves' Guilds (close to cities), Feuding Camps (of Humans/Trolls/Whatever, anywhere but quite rare) Level 4+:
Just to be an annoying nitpick, you mean 1.01, version 1.1 is the first major post-release update.
[quote who="Annatar11" reply="3" id="2688712"] G) Quest hut lifespan. I've thought about this and personally I sort of like it, but the problem with the idea is the randomness of the map. Unless the map generation can guarantee relatively fair access to the quests for each player, it might not always be fun. Maybe your start doesn't have any marshes anywhere close. Especially if you combine it with your suggestion about quests serving as a pre-req to a new quest level, it woul
Picked this up from another thead. Some more good ideas. Hopefully DeadlyShoe doesn't mind. [quote who="DeadlyShoe" reply="54" id="2688503"]Quest feedback: I'm underwhelmed by quests. Most of adventuring is wandering around, grabbing free loot. Sometimes you beat up weak monsters. Virtually all the quests/notable locations are 1-2 step at best with little flavor or adventuring to it - random MMO quests are far more detailed. The rewards from adve
I don't know, it'll just be a different system. Not being able to move after attacking doesn't automatically make it any less tactical.
[quote who="Tormy-" reply="184" id="2688572"]What is the logic behind this? [/quote] Obviously to prevent hit and running.
Inspired by the release of 3C, I wanted to put my thoughts on the quest system in writing. I'll try to keep it as condensed as possible. I love the quest system. Quests are great and it's a really cool part of the game, almost completely unique to any 4x game. At least any I've played. I can easily see myself playing the game quest oriented, focusing on completing them and being more of an adventurer than a kingdom-builder, winning the game that way. Some things do kind
Hey, I just wanted to thank the team for being more open and responsive to the community during the development of the game than any other AAA game I've seen before. This really has been a once in a blue moon event, being able to affect and discuss the development of what's surely going to be a game to remember. So seriously, thank you a lot for all the hours and love you pour into Elemental, and I'm really, really glad you're actually taking in so many great ideas from these boards i
[quote who="Kardiophylax" reply="6" id="2687354"] Why would I want to deal with a build menu for some buildings AND having to scan the map for resources to build some other buildings? It would be much easier to simply allow us to build on these resources using the city's build menu. Once you select the building, say a gold mine, any available gold mine tiles in the city's zone should be highlighted and then you can select which one to build it on.[/quote] Because reso
On the contrary I think you should never be able to build on resources from the build menu since they're separate from the towns now. Instead, the resources that are within your area of influence and buildable should display a hammer icon on top of them to indicate that you can build them. If you don't have enough resources, display a greyed out hammer icon on top of them.
Actually now that I think of it, definitely all quest locations should be semi-persistent just like the Inn, and there should be way, way fewer of them. The higher the quest level, the fewer there should be. The more I've thought about the quest-tile lifespan thing, the more I like it, too. To reiterate: Normal quest tile, level N: Gives out quests. After set amount of time converts to worn out quest tile. Worn out quest tile: Gives out one more quest / collapses soon
The problem with all these cool complex systems people post, especially formations affecting gameplay, is that coding AI for that is really, really difficult. Calculating AP a bit differently and then having two different AP costs for each unit, movement and action (attack/spell/special ability) is much more doable and really in my opinion gives enough variety to tactical combat. If you add larger than 1x1 units, some terrain effects and perhaps unit facing, I think we'd have an excit
[quote who="TCores" reply="105" id="2687079"] I can see why Tactical Movement could be different from Overland Movement.[/quote] Anyone who has ever hiked or played an endurance sport shouldn't have any trouble understanding why Tactical movement should be different to Overland movement.
I agree on the inns should be permanent point. And an indicator would be nice, yes. One fun idea that came to mind is for inns to have a certain lifespan: Lively inn: quest location. Spawns a new quest every X turns. Worn out inn: quest location, worn out indicates it'll get deserted soon. Deserted inn: level 2 goodie hut. After X turns gets converted to pile of rubble. Pile of rubble: level 1 goodie hut. After X turns disapp
Having different attack costs for different weapons and having each stat modify AP cost feels like things would get really complicated really fast and it would be difficult to remember how many attacks you can make for each. It's not good to need a spreadsheet just to figure out what kind of a get up is good for a unit and it would be a pain to balance. The system needs to be relatively simple so that any player can understand how much a unit can do in a turn and why.
One other thing that bothers me is that the higher level quest tiles don't feel/look any more grand than the low level ones. I wished that it would be a bit more exciting and be more exotic to find a witch hut than it does to find an inn. For example, a witch hut should be in a marsh, often surrounded with some monsters. A Wizard tower should be in a hard to reach area, perhaps in the mountains, in the middle of a large forest or at the edge of the continent. Perhaps a solitar
Not really feeling that excited about the release since I'm able to play the game right now. :) Release just means one (huge) update to the game I already have.
I've been thinking they are odd since day one and even though Frogboy keeps telling us that it's going to feel right when all the other features are in, I don't see it ever feeling right this way. The ambiance feels really lacking in the game. All the other great 4x games (GalCiv, Civ, HoMM) have a perfect ambiance. I do trust that Stardock will be able to pull it off with this game too, but I think it's going to require something to be done to the inns.
Keeping everything in square shapes, NxN, shouldn't be too hard and I honestly think it would be worth it, the current system is so mundane. If units are always square shaped, the AI wouldn't have to adapt that much and you wouldn't have to worry about different facing directions causing different tile patterns in the code.
The UI in that concet image is fantastic. Especially the look and feel of the research panel is infinitely better than what we currently have. Hopefully the final UI will at least partially resemble that image.
I agree with the OP. This game progresses way, way too fast. I don't have time to do anything and I'm getting new techs left and right. I never get a sense of achievement out of anything. It's not only pacing, it's everything. Too much research, too many goodie huts, too many quest locations, too many resource tiles. The map feels absoletly cluttered with all sorts of junk. Same thing for research and pacing, everything comes too easy and in too big quantities. It feels like the game
[quote quoting="post"] Battle Animations: During Tactical Battles, I notice that if a unit is attacked from multiple angles that the unit being attacked will move to the unit attacking it to be hit (within it's own square). This looks kinda stupid. I'd say instead of having the unit step up to the attacker to be hit, rather have the attacker move in to the target, strike the target, then move back to it's square. This would make a lot more sense then the current animatio
There are far too many goodie huts and quests littered around. Decrease the quantity, increase the impact. Especially for higher level quests & goodie huts. Also quests should always produce something much more unique than what goodie huts give. Goodie huts: generic weapons and other equipment, books, gildar, materials, potions, maps, small amounts of very rare materials (this is something that should definitely be gained from high level goodie huts) and occasionally, very rarely
I very much like the idea that combat speed simply decreases the number of points required to attack. All units could start each turn with say 50 action points. By default normal movement costs 25 action points, attacking / casting spells costs (50 / combat speed) action points, so two tiles or one attack per turn per unit as a starting point. Then you have combat speed and different abilities, feats and conditions that change these values. Examples: Mounted: Base (tact