[quote who="b0rsuk" reply="16" id="2122833"] Consider for a moment that not necessarily all you disagree with is a waste of time, people have other views, and may have tried both design schools unlike you. Just because you don't see sense in something doesn't mean there is no sense in it. You try to portay your opinion as an absolute fact. [/quote] I've played games with save/load and save/continue obviously, you shouldn't make assumptions as to what type of games some
Darkodinplus
What doesn't make sense about the save/continue argument is you can do the exact same thing with save/load as pointed out by Zubaz and others. However if you have save/continue only there is no easy way to adapt it to save/load (unless you fool around with game files which is a pain). So by having save/load Stardock would be including an option for save/continue and everything in between. Suggesting that Stardock waste time making two separate save systems when one of the two options (save/lo
[quote who="Zubaz" reply="12" id="2122245"]If the save/load is implemented doesn't that satisfiy both parties? The player can set an internal rule not to load anything but the last save. Isn't the point to have the game be fun for the most number of players?[/quote] I believe this is what's called " Sage Advice ", well done Mr.Zubaz well done indeed.
I really don't see a difference in challenge between save/load and save/continue. I like save/load better because I like saving before epic battles or before accomplishing something of major importance to me so I can later go back and load that specific event whenever I feel like it. You can't do that with save/continue which in my opinion only takes away from a game with out adding anything of value.
[quote who="b0rsuk" reply="10" id="2120437"] It would be interesting to have some limitations, narrow swamp/mountain passes which have limited bandwidth and only allow smaller units to pass. Or a path on a frozen river or lake, which can't be crossed by a big squad. It shoudln't be too common or it would become an interface/logistics nightmare.[/quote] This would be an interesting dynamic I would like to see included in military engagement. I would also like the ability to mix an
I'm interested in this as well but it seems like this thread belongs in the general elemental section instead of the ideas section.
Thanks for the info; I had anticipated some logistics requirement for the larger groups but would I be mistaken in saying that the actual appearance you describe sounds similar to King’s Bounty the legend where if you have knights in your army regardless of the number they are all represented by one avatar on the map or are you saying that each group I make will be represented by an individual avatar in the army?
[quote who="NTjedi"] e ach of them provides a unique explanation for the strengths and weaknesses of their units. [/quote] This could easily be mimicked with one of the 12 factions Stardock has in mind while they may not be the traditional undead or lizardmen you describe this provides the opportunity for Stardock to come up with deeper and more compelling reasons for a particular facti
I know I can create my own units in Elemental but something that I have been wondering about for quite sometime is the choice of groupings. Is everything in Elemental going to be single units or are there squads? I hope you can produce and design squads if you want. While in most games you can get around this by having multiple units work together as an unofficial squad that isn’t really ideal if you ask me.
Look under the pre-order tab. System Requirements (Currently tentative and may be subject to change) Windows XP (Native 64-bit will be available) Windows Vista (Native 64-bit will be available)
[quote who="ckessel"] I do have a problem with an RTS person coming into a turn based game's forum and saying "Hey, make it an RTS!". [/quote] Would you mind pointing out where I said "Stardock should make Elemental an RTS"? You can't unfortunately because I never said that I did interpret some things Brad had said however as Elemental having RTS elements which Brad has pointed out was incorrect. I did say I would like for Stardock to make a
Well let me start of with a brief synopsis I’m an RTS guy by nature I enjoy fluid, dynamic, and evolving situations. I dislike breaks in action or anything that causes a disruption in the linear flow of time during a game. From this I can see where you might assume I wouldn’t like TBS or Elemental by extension but fortunately for me I also have a set of core beliefs as a gamer that supersedes everything else I may like or dislike about a game. <p class=
Stardock made both the political and corporate machine games and I would guess they use the same systems. I haven't played the corporate machine but the political machine which you can download on Impulse has almost the exact same system described above with turns that have some predefined time limit to them. Therefore I assume the political machine has a similar if not the exact same "continuous" turn based system that might show up in Elemental.
I hope instead of the preset time limits like in the political machine you can actually set your own then you can have real time combat or infinitely long turn based combat either way you can pick your poison.
[quote who="Frogboy" reply="21" id="2118132"]Elemental is a turn-based game. Not an RTS. Even the tactical battles are turn-based, they're just continuous turns (ala The Corporate Machine). [/quote] I just downloaded the political machine and played a few games is that exactly how the tactical combat is going to work in Elemental? It seemed very slow to me, I had hoped for an option for something a bit
Well you can download the political machine express version free on impulse and see exactly what Brad is talking about. I have to admit I’m a bit disappointed if the tactical battle in Elemental equates to what I just played. I personally couldn’t tell the difference between say Galciv2 and the political machine’s not so continuous &ld
I’m an action oriented gamer so I enjoy having some level of stress or pressure present in games I play. I don’t have a huge problem with TBS games but I do hate the pauses they break the flow of the game for me. As for fighting multiple battles on multiple fronts I love that kind of tense do or die action in a strategy war game but I do vag
[quote who="Luckmann"] That kind of 'Tactical Combat' is infinately preferable to actual on-hands Tactical Combat in a TBS. [/quote] "You're" (as in "you are") insane (referring to your current "mental and psychological state") deep tactical combat is one of the most interesting aspects of elemental and orders of magnitude better than the auto-resolve combat style of Galciv2.
[quote who="ckessel"] They're shooting to add RTS to it? That's the first I've heard of that. Instant no-sale if so. Take look at any software store and you probably see 20-30 RTS games on the shelf and maybe 1 TBS and that's only if Civ 4 is in stock... Stardock has a great record and I'll see what comes with high hopes. RTS would completely kill it though. [/quote] <p class="MsoNor
At time 0:29s to 0:30s what is that little thing that can be seen running or crawling along the side of the castle wall? It kind of looks like a snake or something.
Well I can understand your concern about elemental but personally I don’t have a problem with Elemental being comparable in terms of game play to the total war series key word being comparable. I don’t think however that Elemental would just be a lame rip of total war with dragons etc you can tell that just by what Brad has said thus far about the game. As for your three major concerns I wo
Nice to see the early alpha version in action. If the final product is heads above this alpha it should really be something.
I like it more depth = delicious quality. (yummy)
Wait a minute so men and fallen are arch-enemies? I realize fallen are typically categorized as "evil" and men are generally "good" but I thought they would still ally with each other to fight other fallen/men depending on the situation. I would have guessed the battle lines for this "second cataclysm" would be largely based on geographic resources / shards instead of a Cold War esk East vs West set up. I don't have a particular problem with the Cold War schema but I wouldn't have guessed it
God, I can't wait for this game but at the same time just as more training = more hp more time spent in development (assuming the developer is awesome like Stardock) = a better game so I guess i'll keep cool for at least 5 more months ya dig. That being said I like the general scale your drawing shows off. I was a bit worried about the power level you were going to give dragons but if the scaling you show here holds true I don't have anything to worry about. On a side note however I think it