Hopefully the beta testers with 64-bit OS systems will be testing the very very large worlds to squash any heavy memory usage bugs and large map world bugs.
NTJedi
As I wrote within another topic... as long as gamers have the ability to add and/or change to the existing spells and techologies the game will have massive longterm potential !
As long as gamers have the ability to add and/or change to the existing spells and technologies the game will have massive potential !
[quote=Frogboy] Quests Unlike previous strategy games Stardock has developed, Elemental will have optional quests. How in-depth these get will really depend on how much time we have. But ideally, we would like players to be able to see their sovereign as a quasi-RPG unit that can go out and deal with a particular quest. There would be a huge, and ever growing, quest pool for the game to make use of. We are budgeting for an initial quest p
Good Ideas Aeon... one which I would like to add which is popular on Dominions_3: 7) Hall of Fame: Commanders/Mages with the most experience and kills recieve a Heroic Ability... for the game Elemental it would be Champions instead of Commanders/Mages. These heroic abilities provide a special ability such as Fear or Ambidexterious or an ability can also improve one or more statistics.
[quote who="Luckmann" reply="2" id="2035612"] [quote] Jedidude: Even with the continous turn system my questions still stand because a situation can occur where two champions fight each other in combat only to realize they cannot harm each other. As I wrote earlier ideally the gamer should be allowed to decide the limits before a game is created... or even better would be adjusting these settings before a saved game is loaded. 1) What's planned for the &
Each time long distance travel is being used via spells or portals there should be a cost based on the overall strength and the number traveling to prevent RUSHERS from dominating the game with capital blitzes. Example: If player_A starts near player_B then by rushing player_B kills and acquires his territory and resources I would prefer time to build my empire(player_C) and defend m
[quote who="Luckmann" reply="24" id="2035553"] Edit: Just to clarify in the term jungle. Continuous Turns is when you do your moves at the same time as your opponent - but you still have to do every single move. This still means that your opponent and you must all finish their turn before turn change (unless there's a set time limit on turns). Civilization 3 had this system as an option in multiplayer, for reference. I think Civ4 does to, but I haven't played it in multiplayer. Sim
Other related Battlefield Combat Concerns: 1) What's planned for the battlefield turn limit? Hence how long can a battle last? 2) What happens to the defenders and attackers which cannot retreat from the battlefield after reaching the above unknown turn limit? These two questions concern me because in Dominions_3 it's setup to force a retreat on the attacking group after X amount of turns which isn't that bad, but the ugly part
[quote who="landisaurus" reply="5" id="2032749"] [quote who="NTJedi"] 1) Flying units limited on traveling over large bodies of water, tar or lava based on their size. Hence a sparrow or bat should not be allowed to cross an ocean. [/quote] I would say that they couldn't enter "ocean" just as small vessels in Civ IV couldn't. [/quote] Well we wouldn't want to prevent ships near the shore from being immune thus I was thinking size one coul
I've listed suggested behaviors of independents which are moving on the world map. These behaviors can also be placed for AI players by any gamers which are creating a map. Frogboy might like these suggestions for allowing gamers more options on creating challenging maps. Hope Stardock likes these ideas: 1) Guard: Unit(s) does not move on the map and always stands its ground.
Thoughts: 1) Flying units limited on traveling over large bodies of water, tar or lava based on their size. Hence a sparrow or bat should not be allowed to cross an ocean. 2) Title of this topic should be changed to "Elevations and The Skies" 3) Hopefully spells will exist allowing the terrain to be transformed into swamp, dessert, grassland, forest, wasteland, etc., . 4) Weather should limit map movement for flying units
Great idea... for a higher percentage of participants I recommend linking this thread within other TBS forums. I would love to see someone walk past a live news crew carrying a poster which advertises the Elemental:WoM game. LOL
I've always had long lasting stability and performance with the Seagate harddrives.
Yes, I'm hoping the Developers can give a quick comment on what's planned for the water terrain(s). (Shallow waters, Deep waters, Icy waters, etc., )
Hopefully the game will include movement and battles on the Oceans as well as land. From screenshots I see the game has included water, but what type of game depth is inlcuded with this terrain? Cities near bodies of water should have the option of constructing a shipyard allowing movement and battles on bodies of water. This increases strategic gameplay options as gamers must decide whether to travel by land or by sea... and if choosing by sea the next d
My credit card was recently charged for my pre-order... does this mean the beta will soon be starting?
[quote who="pigeonpigeon" reply="13" id="2016711"] I'm not arguing with you that there shouldn't be lots of options, NTJedi. I agree with you. But there also does need to be a limit. I don't want to have to sift through 5 pages of radio buttons and drop downs just to set up a game. Fear of bugs is a horrible reason to include too many options. The time making all those features optional would've been better spent finding and fixing the bugs. [/quote] Since the elemental
[quote who="pigeonpigeon" reply="1" id="2016687"] Anything deserving of the label 'critical feature' will have plenty of time to be tested and tweaked, unless it's not implemented until the last moment (in which case I agree with you - little-tested major features should definitely be optional). That said I am firmly in the camp that big features that can easily be made optional, without affecting game balance, should definitely be optional. If wonders are implemen
[quote who="pigeonpigeon" reply="11" id="2016554"] It isn't feasible to make a game in which everything that could possibly be bugged or unbalanced is optional. The result would be an enormous number of permutations of significant game options, and there is no way in hell the developer would be able to ensure that all methods are equal. [/quote] I'm not talking about minor or even moderate unbalances within the game... I'm talking massive huge unbalances.
[quote who="pigeonpigeon" reply="24" id="2016543"] By that logic, the whole game should be one big option. That exact same argument can be applied to every single part of the game. Swords might be unbalanced compared to other weapons, so swords should be an optional feature! Oh, magic too. Also, fire magic might be unbalanced compared to the other aspects, it should also be a game option. I am not opposed to wonders being optional unless Stardock implements them su
[quote who="pigeonpigeon" reply="20" id="2014624"] Quoting NTJedi, reply 17 "If a feature like this were to make certain wonders so powerful that any strategy worth its salt involves building them first (or at all), that is a balance problem that needs to be fixed." - pigeonpigeon This is one example why Wonders should be an optional feature. Not really. It's one example why wonders should be balanced. If they can't or aren't balanced, t
[quote who="landisaurus" reply="8" id="2014652"] possible a specific weather event scenario may be bugged. that really isn't an excuse for anything. "because it may be bugged'" applies to everything in the game and should be fixed should a bug appear. [/quote] Well you're wrong here. Anything in the game may be bugged... this is true. However the best method to reduce unbalanced or lost gameplay is by having all crit
[quote who="landisaurus" reply="6" id="2014685"] That is not entirely true. There are many factors in that. For example... if somebody has a catapult, chances are they are seiging a castle. If they try to run from a castle, they are going to escape, because the people in the castle would have to be stupid to leave their castle to go chase a catapult. [/quote] First having a catapult does not indicate they are sieging a castle..
$500 + dollars for 3D PC gaming glasses which only work for a few games?? Almost as crazy as when I heard people buying a star or property on another planet. I'm sure if you send Stardock two or three pairs of these glasses they'll do some testing with them. Not sure if any changes would be done, but I'm sure they'd be happy to test them.