Some of the pop-up tooltips for citizen promotions were showing missing entry, some just showed an empty box.
Phazon88
I've noticed it as well. To me it looks like a bug related to the LOD or texture mipmap on the terrain.
I didn't play the original Ashes so I don't know how they used to look before. Edit: I saw some screenshots, I see what you mean.
Just a small improvement I'd like to see in the future. I find the turinium lines (the lines that connect the resource points) can be abit hard to see sometimes as they blend into the terrain as their texture doesn't stand out alot since its fairly subtle and its at the same resolution as the terrain textures. Can we improve their texture and possibly even add a team colour based shader effect (as if it was pulsing with power or something) to it to show the ownership betwee
This is one of my biggest pet peeves at the moment. I thought it was a graphics bug at first myself until I watched the official gameplay video. The weapon fire streaming from the units themselves looks amazing, but the hit effects and subsequent explosions are completely the opposite sometimes. It really stands out because of this. I understand there is a balance for game performance and battlefield readability, but there is definitely alot of room for improvement here. <br /
I hope whatever they do it does minimize the need for constructor spam as that did get tiresome having to constantly manage constructors. I don't mind the use of a constructor ship to initially construct the starbase like in the old games, but I wish you could just simply order upgrades directly at the station by paying credits and waiting for enough turns to pass for the upgrade to be complete rather than needing to constantly micromanage constructor ships to go to your various stations
I liked how the ship design in terms of where you placed things is inconsequential because this gave maximum creativity in terms of your ship designs. All I want to see is the ship modules expanded so there is more strategy and variety available so ship design isn't a super simple rock-paper-scissors exercise.
I'd like combat to be as hands-off as possible. I was interested in what it would be like if you could have an effect during the battle, but after playing Endless Space where you picked the 3 tactic cards for start, middle and end it just ended up being annoying having to make the selections each and every battle. Combat should be decided purely from the planning phase. The design of your ships, the size of the fleet, and perhaps some other features like an admiral / leader system
[quote who="Frogboy" reply="8" id="3102717"]My guess would be at least a few weeks. They're getting a TON of great data and feedback from this beta. [/quote] Good to hear. I'm sure alot of that is in regards to how to best fit the Titans and the new Corvette class into Sins, which seems to be the main topics of debate here since the beta launched. :)
There's alot you can do without doing something memory consuming like just upping the texture resolution. They could do what they did with the ships and improve the shaders and things like that.
To me Rebellion has filled all the qualifications of being an expansion. Its not often you get an expansion that more than doubles the gameplay possibilities. Sure new ships can be seen as "easy" additions, but there have been some other significant changes that take time to properly design and implement. The sub-factions alone give you the ability to play the same race in two completely different ways, their unique techs having a significant impact on the game. Where
I hope they do too, if only to match the fresh coat of paint the rest of the game has gotten.
I like it. Just some new notifications regarding fleet battle status would be fine. Sometimes I find myself fighting two battles at once and when you get focused on one you lose track of the other. Something like this would be helpful.
You could double their cost / build-time and then have it that you get 2 corvettes per build (zergling style). Would halve the clicking and voice-over spam that way. :)
By giving the unique subfaction tech icons a different coloured border to make them stand-out. Easy.
I know with the new race select screen you get an outline of the new sub-factions for each race and a list of their unique techs and thats fine. However I'd like to see faction-unique techs have a different outline or something in the tech trees to make them stand-out against the normal race techs. Particularly because the pre-game race screen doesn't tell you which tech trees the unique techs are located. It would make it easier to locate them, especially when you are a new p
Pre-ordered the moment I heard the beta was so soon. Long-time Sins fan, although I admit I kind of got bored of the game after Entrenchment and never tried Diplomacy. I think my biggest gripe was the weak effects that just didn't carry the impact they should have so battles kind of looked boring. I don't think I would say the same thing for Rebellion though, it looks like it has the pew pew side of things well-covered, not to mention the fact it'll more than double the number of
I must admit I haven't really played Fall From Heaven much at all, I did own Civ 4 and the expansions and started up a game or two but never really played it enough to learn its intricacies. Now Kael is working on Elemental I see it as another chance to experience his game design skills for myself. :)
I for one welcome our new overlord. [e digicons];)[/e] This is great news for Elemental's future, having another member on the team who is particularly known for his work in fantasy turn-based strategy games will be a great asset for Stardock. It can only get better from here on.
I honestly don't understand these posts. Lets pan out and take a look at the PC gaming stage shall we. Here are some simple facts about PC games today: -More and more games are using Steamworks to control multiplayer matchmaking and achievement functions and in-game chat. This however requires the user to use Steam and effectively be logged into the service to play the game with all features enabled. The user has to log into Steam to download updates. -Other gam
Vindictive much? Give Stardock a chance. Yes Elemental has its issues, they have been discussed to death on these forums. This is not some 2-bit developer under the leash of a multi-million dollar publisher however. Stardock does not make games for monetary gains, but out of passion. They made a brand new game engine just for Elemental, and they had a very ambitious design. The game might not currently be at the original vision Brad and the team has had for the game but given time, I
I also received a second copy of Elemental (both were the standard edition). Not quite sure what to do with it to be honest. [e digicons]^_^'[/e]
I'll just rattle off a few things I'd like to see added to the general combat system over time, whether through patches or expansions. Chance to hit and estimated damage to be done visibly shown to the player in a small UI element before launching an attack. This would probably require players to target a unit first before launching an attack but this is how great tactical combat games such as Final Fantasy Tactics A2 and Advanced Wars do it and
Some great posts in this thread that I agree with entirely. Hopefully we'll see the start of some improvements to the tactical battle system come the 1.08 patch onwards.