[quote who="trcanberra" reply="15" id="2779963"]Well - I'm certainly still enjoying it, and looking forward to continual improvements and new campaign bits for a change of pace. Also, dungeons maybe? [/quote] That and the elemental plane. After all, the Master quest hints at other planes of existence where danger lurks.
StarCruzr
[quote who="MrCapitalG" reply="11" id="2779533"]We were promised two expansions for our initial purchase? I thought it was just one. Nothing is free, the least being our time. Honesty and kindness would have resulted in a refund for anyone who asked considering the early state of affairs. It's laughable you call anything honest and kind. [/quote] Those who are complaining about the game already own it. Hence they own it prior to v1.1. Therefore, according to Brad, they
[quote who="Rishkith" reply="85" id="2779440"] Quoting Frogboy, reply 72 Then why are you here? Still holding out hope that you learned enough from the disastrous launch to start caring about us, the customers who paid for your product. and since I answered your question, I'd like to ask WHO you are making games for? [/quote] Well that's funny since you wrote you don't have any.
[quote who="hairrorist" reply="9" id="2779409"]I love how people still line up to to defend SD as they continue to shovel shit out their door as quickly as possible. Jharii--no harm done by releasing patches that break the game even more? You're encouraging developers and publishers to continue this trend of releasing broken products with a path-it-later philosophy. They've completely lost any credibility with me at this point. I'm even sta
[quote who="sagittary" reply="82" id="2779391"] Yeah, if the initial location is going to have all these goodies, there's not real decision to be made. May as well just start the player with the city already placed. Perhaps sprinkle goodies nearby and give the player a 5-turn 'wait' period where nothing happens (AI doesn't start cities, mostly) or whenever they build their city. Or something at any rate where scouting around a few turns doesn't hurt you. [/quote] Presu
Here's a thought for A that should be easy to implement: Quest story in window. Currently, when the player gets a quest, the game displays a separate screen with one huge picture and text below, which you have to scroll through. Instead, make a window appear at the center of the screen while still on the world map, with a small picture to the left and the text to the right, buttons underneath to accept or withdraw. This would be much more esthetic and would not disrupt the gameplay li
I noticed a "1vsAI" option in the multiplayer setup screen, and a sort of ladder in the right column. Perhaps that's the way to get your score recorded. Regardless, having some sort of Hall of Fame, or personal history for offline singleplayer might be nice as well.
Next thing you know, the royal bear cavalry will be waltzing in...
Great idea. It will also ease up on the developer, since they will have extra time to iron out any issues and take the input in before marking the patch as final.
[quote who="Dsraider" reply="77" id="2779290"]I like the idea of global pools, but I'm concerned about 2 things. Concern one is that starting locations are getting kinda full what with the gold in .8 and now shards. Secondly, whats the point of imbuing champions if your main dude has unlimited range and can effect battles he is not in? Will imbued champions start using the intelligence of the sovereign as well? Can you unimbue someone? [/quote] I would also encourage s
[quote who="Malsqueek" reply="71" id="2779222"]Perhaps another option would be to have a finite number of shards of each flavor spawn on each new map, based upon the size of map and number of players, and distributed evenly, but a distance away from all the cities. Now, I'm going to toss some numbers around here, but they can and should all be variables. On a medium sized map with 6 factions, there would be lets say 12 shards in play (a multiple of four, evenly split between the elements).<br
Interesting proposals, but I wouldn't like to automatically have cities break from the kingdom/empire and declare independence - there should be a factor that changes the probability this happens, and it should be influenceable. I'm not a history nerd, but I don't think every time there was a successor to a particular throne in medieval Europe half the kingdom declared independence. I would also be interested in having an option to claim a foreign kingdom/empire in succession if
[quote who="cpl_rk" reply="63" id="2779175"] Quoting Goontrooper, reply 57 A side-effect is going to force players to do "manual" on every battle becuause you don't want a spellcaster to be casting that 6-mana firestorm spell on a 2hp wolf. [/quote] True. Then provide a checkbox to prevent the caster from using ANY spells in the autoresolve at all. It is a restrictive solution though. Ah well maybe you guys are right after all, it's j
[quote who="Goontrooper" reply="62" id="2779162"] I think I explained it well, and if you disagree, that is fine. It isn't a gameplay issue, which seems to be what you are focused on with the 'player oversight.' I just don't find it fun from the perspective of fun and fluff or anything else. Like I said, this system basically turns mana into nothing more than another global stockpiled resource. So you can have a cool mage become worthless because some other mage used all the
[quote who="Goontrooper" reply="57" id="2779087"]Frogboy, thanks for taking the time to give us some details. I like some of where this is going, I really do... But... Maybe I'm slow / tired / dumb...but does this mean that a magic user on one side of my empire can cast some spells and use up all the mana, and then a 'fresh' magic user on the other side of my empire will be rendered helpless and unable to c
I don't think hotseat is that crucial. PBEM, however, is in these types of games (i.e., long turns, long games), as I cannot imagine anyone sane and with normal daily schedule (work/study) being able to pull even small games off. PBEM solves this and is easy to implement. Instead, we're getting TCP/IP which, modern as it may be, is unsuitable for this type of game. It may be fine for Starcraft II where a typical game takes you up to 30 minutes, an hour max. Not here though.
I suggest a change of title, this has the chance of being genuinely helpful to the devs but a lot of people will skip it just because of its title, assuming its just some silly pun they are not in the mood for.
[quote who="kryo" reply="3" id="2775680"]Is multiplayer enabled if you run the game? That'll indicate it does indeed have .b installed and it's just an Impulse issue. [/quote] I can access multiplayer in-game fine, even though Elemental shows "1.08" in the lower left part of the screen instead of 1.08b.
Hello, I updated the game to version 1.08, but Impulse still shows patch 1.08b BETA as available, with the size of 15.27 MB. When I download this, it installs, and then again shows that the update is available. In short, there is an endless loop of this update - I cannot get Impulse to correctly apply the update it seems. I have tried reainstalling the game in the vain hope that Impulse will install Elemental in 1.08b BETA, but this does not seem to be the case. Anyone else ex
And I want sharks with frikkin' lasers.
[quote who="thisisretarded" reply="27" id="2774916"]5 gilder per turn balances out the loss of hundreds per turn? how? i know the nice stardock person said monster farming was never meant to fuel an economy...but then what IS supposed to fuel the economy? and what is the point of even having monsters now?[/quote] Say, to level up?
Is there any point in getting AoW and AoW II? I remember playing the original and liking it tremendously, then buying the second one, which at that time in vanilla form I found quite difficult and with a bit less charming (bland city management screen - you could see the buildings in the original). AoW:SM appears to be what people are still playing, so I'm just wondering if there is any reason to get the first two games other than their story or the "collector aspect".
[quote who="Jharii" reply="267" id="2774152"] Not that I want to argue or something, but how do bigger numbers add to the "polish"? That's just a game design decision that has nothing to do with "polish". To use your same logic, how does it not? To answer your question, Raven has already explained much of this. I don't need to repeat everything he has said. It's what this entire thread is about. [/quote]
[quote who="Jharii" reply="262" id="2774140"] Amazing that so many people are flaming the game for feeling so unpolished and incomplete, and when a suggestion is offered that goes a long way to adding to that polish, so many people just want to flame that, too. [/quote] Not that I want to argue or something, but how do bigger numbers add to the "polish"? That's just a game design decision that has nothing to do with "polish".
This request completely breaks the lore of the game. In a desolate world, ravaged by cataclysmic event in which most of the land and its inhabitants died, huge armies start popping up like mushrooms on a rainy day. Besides, I really don't get all the Total War-numbers love. The pausable combat was (and still is) a mess to deal with, and is absolutely no fun. It may have been realistic, but due to the large numbers, tactics were largely relegated to general warfare concepts of mai