econundrum1

econundrum1

Joined Member # 2782214
20 Posts 482 Replies 21,540 Reputation

[quote who="FishSlayer" reply="37" id="2812877"] Whoa whoa whoa... Stop the presses. If you didn't know about the caravan thing, how do you feed your populations? LOL. Maybe I am doing it wrong. I can't even get like 4 cities up and running without caravans. And gosh forbid when I take over an AI city on ridiculous that is automatically another -20 food or so I gotta account for somewhere. Just trying to be funny. But seriously, if you weren't using cara

43 Replies 126,788 Views

[quote who="shadowtongue" reply="31" id="2812669"] Well tac combat is key to me. The initial concepts for how to handle it were what excited me. The turn based slog it appears to be, as well as the lack of interesting ideas to 'fix' it are leaving me cold. Maybe it will come together, I hope it does, but for the time being I'm just not impressed with it. What would I like to see? I'd like to see a fantasy themed game based off of a Par

43 Replies 126,788 Views

I would suggest dropping magical crystals after 1.1 with mana as a global resource enchanted weapons can cost mana to make rather than crystals. Other than that I'm pretty happy as it is (will be after 1.1 anyway).

278 Replies 552,581 Views

[quote who="shadowtongue" reply="26" id="2812308"]I'm still not buying it, because they still haven't fixed the things which need to be fixed for me to enjoy it. At this point I'm not sure they ever will 'fix' them the way I would like them to be fixed, so I may just wind up passing on it entirely, in spite of my desire to support SD, I'm not supporting them for something I don't think I would enjoy. I'd be much happier if they put out a demo as well, but that's another

43 Replies 126,788 Views

Congratulations on discovering elemental is not as bad as early review would have led you to believe (as of 1.09 it's very playable). although to be fair the 1.0 - 1.06 versions they reviewed where pretty unstable and less fun than the current version, but stardock are indeed delivering on fixing the game. I believe that they are planing on addressing tactical combat post 1.1 so you should see improvements there, not sure a hex system would be my recommendation th

3 Replies 16,434 Views

[quote who="Sinij" reply="73" id="2812124"]Sorry if this was already answered: 1. What are you doing about inheritance/dynasty/death of soverign in the future? 2. What are you doing about diplomacy? 3. Siege tactical combat(with fortifications and all!) coming anytime soon? 4. What are your plans for the spell system? Can you just copy MoM and be done with it? [/quote] On 4 this is really what 1.1 is all about read the

95 Replies 302,940 Views

[quote who="ozo" reply="65" id="2811924"]First two...? Suddenly i'm glad i pre-ordered Elemental last year . It was pure impulse (no, not the program). If i had not pre-ordered, i probably wouldn't have bought the game until it was released... and considering the launch, i probably would've skipped it. [/quote] You see that's why I'm not too bothered by the poor state of the game at launch, I pre-ordered and was part of the beta so I just see this as an exte

95 Replies 302,940 Views

[quote who="Stmorpheus" reply="91" id="2811526"]i personally love the unit creation. it was the big selling point for me. so i personally want: 3: the ability to create technology. say a magic set of armor, AND make that a UNIT armor that can be equipped by units in the unit designer. this way i can take my spells and mass produce these item. they would of course be very expensive, to out fit an entire army with a ring of regeneration would

134 Replies 429,182 Views

On the tactical combat system: I have to emphasize it's turn based, it isn't real time and there are no plans to make it so, at the moment it's ok but fairly shallow which is a pity. However it does seem post 1.1 stardock plan to work on that, but psychoak is correct don't expect Total War type combat they toyed with realtime early on but it was dropped long before release in favour of turn based combat which many of us (myself included) thought was more appropriate in a turn based st

43 Replies 126,788 Views

Actually I think the point of his post was he they wish to reward those who have already bought the game and suffered the release problems as well as encourage new people to buy it. anyway 1.09e the current version is very playable and pretty stable on most systems (very stable on mine) there is plenty of fun to be had, but the 1.1 changes are really going to improve this game no end. I play the game now as is whenever I get the chance, at the moment it's a unique and interest

43 Replies 126,788 Views

Any chance of a slightly bigger screen shot I tried blowing it up in gimp but the resolution isn't there to see it very clearly. Anyway sounds good really looking forward to 1.1

95 Replies 302,940 Views

Just to add, I love the dynasty stuff too, I'd like to see it given more importance which I think will happen in 1.1 I also love the cloth map and the pewter minature look of the units on it. I like the idea of champions but I think they need to be made more interesting and certainly the changes to their special abilities and how they work post 1.1 should do this (oh and more forsaken champions please). Also I love who tech research is handled though I think the differ

134 Replies 429,182 Views

I agree shards should be more important, but 1.1 will make them so in it's own way. I also think shards should be guarded by elementals of the correct type which you should have to defeat before you can build on the shard.

4 Replies 3,500 Views

The graphics style is a big plus for me, don't change that (though I don't imagine you would at this stage) I like the unit editor certainly keep custom units, this could be enhanced obviously bu balancing weapons /armour, etc and allowing players an option to turn of predesigned units if they like designing their own (it can be a pain deleting pre designed units). I would also say the unit editor could be enhanced by allowing the player to choose facial features and hair as they can

134 Replies 429,182 Views

I can say I'm having a great deal of fun with the game in it's current state, it's still a bit of a rough diamond in need of a good polish though. That said 1.1 is going to change the game a lot so you might want to wait until that's out, it's not that I think you won't enjoy it as is, just that so much will be changed in the near to mid term future.

22 Replies 88,072 Views

[quote who="Murteas" reply="8" id="2808191"]This is perfect. Simple to use, yet makes the logos consistent with the vanilla ones. [/quote] Thanks that is what I was aiming for, I may try my hand at a few other useful little utility scripts for things like this. I'm thinking of extracting the various animals and symbols from vanilla logos as brushes that can be scales, etc What I'd like to achieve is a really good water color script to conv

10 Replies 13,744 Views

[quote who="Heavenfall" reply="5" id="2808061"]I'd much rather they just worked on more monsters/mounts/units to be honest. A creature creator is a huge undertaking (hell, it was practically half of spore) and I don't really see this ever being implemented in a game after release. [/quote] I doubt they would ever try to implement something as complex as spore. What they could do is a couple of basic body types e.g. Quadriped, biped, etc and allow you to add parts (inst

7 Replies 10,214 Views

Well there is always blender although you do need some skill, unlike spore creatures are generally not made out of parts in Elemental, they consist as has been said of a mesh, skeleton, texture map and animations, this is the same in almost all 3D games. They could create some parts for a creature editor on the same basis as the unit editor but with parts that look like creature parts instead of armour and weapons of course but I don't think it's currently planned.

7 Replies 10,214 Views

What I normally do is select the black background with the magic wand then do add mask from selection with invert ticked. I'm not the hotest on this myself though haven't been using gimp long. But that seemed easiest to me.

10 Replies 13,744 Views

Hi all, for those of you who use Gimp I created this fu-script for creating the backgrounds for elemental logos. to use it drop it in your \Gimpxx\Script folder and do Filters->FU-Script->Refresh Scripts from inside gimp. Now go to file->Create->Elemental->Elemental Logo You can play with the type of background e.g. solid, Horizontal or vertical halves or quarters, set two base colors to use and determine how mottled the background is (this optio

10 Replies 13,744 Views