[quote who="tesb" reply="2" id="2679220"]always those small screenshots that can't be made larger [/quote] yes i vote for better screenshots too :P
ddd888
[quote who="porternielsen" reply="35" id="2679206"]It looks like skills are "spells" and if you want a unit to only be able to use it a few times you make it cost "mana". I am curious what the work around is for a skill that you don't want to take away from the mana pool, but only be able to be used like 4 times. For example I have a spider mage who can cast spells, but also want him to be able to shoot a web without effecting how many times he can cast spells, but he c
[quote who="Tridus" reply="70" id="2679209"] 2. Time limits. You get say 10 seconds per stack to move, which for a full army would be nearly 2 minutes per turn. If the time isn't configurable, some players will always dislike it.[/quote] if time is set correctly no one will dislike it ofc you need a function of units/moves/magics/ etc not just a fixed time [quote] 3. Don't worry about it. Obviously t
[quote who="marlowwe" reply="63" id="2679176"] RTS games test a player's ability to make effective decisions quickly, something that takes practice by the way, and is the hallmark of any good strategist. [/quote] first of all i dont see the relation between making decisions quickly and strategy strategy is about making that RIGHT decision, not who makes the same decision faster second even in turn games there is a time, we never th
[quote who="Austinvn" reply="60" id="2679158"]Random maps are very important for multiplayer - it'll seriously hurt replayability if the maps are hard coded. I realize that balancing a random map up to multiplayer standards is an added difficulty, but: a.) better overall map balance (and particularly starting position balance) is a good thing for singleplayer too, it's not a sacrifice just for multiplayer, and: b.) imbalanced random maps are better than not having them a
the basic idea of towers around the world could be interesting but not in these terms, it needs something more also im not totally sure about not spawning monster, i rather have a "bunker" to defend from strong attacks or maybe a mage tower with an aura helping you but preventing any monster is a bit too much :P
[quote who="LeBlaque" reply="21" id="2679077"] My starting point will potentially force me to play the game a certain way, such as if I spawn near the "ancient temples" you allude to. I would rather not be forced to play a game a certain way-- I'd rather have some flexibility. This can be addressed in two fashions: ONE: A pop-up screen during game creation whereby it is asked, "Do you wish to primarily spawn near: 1) food, 2) magic, 3) etc. 4) RA
[quote who="Frogboy" reply="19" id="2679028"]The core issue that I think all these games have in common to various degrees is giving players the ability to conjure up their own resources from thin air. As soon as you do that, you are basically making the game about cranking out the most cities/colonies/outposts/whatever. [/quote] yeah civ ai also suffered from that, they were all espansionistic in the end, even if traits were different, and player was fo
yeah its very clear now all sounds interesting and well thought, it should give the game a good boost in strategy and fun (building 55 libraries and temples and markets isnt fun but tedious sometimes, even civ and mom suffered that problem sometimes) looking forward to next beta (even if im still testing few things in this)
if i understood correctly modded games will ALWAYS be available and with WHATEVER options you want i think frogboy was talking about base, normal ladder mp also if i understood right there will be rooms
i have no idea either since its not clear what to expect from release i agree on the guy talking about MP since sadly frog said mp wont be focused so much, im pretty sure he can use some focus later for the rest, i suppose balance will never be enough
yup, lan its an old concept[quote who="Bellack" reply="35" id="2678738"]I have a request about multiplay. If you put something in Single play that could be interprited as "unbalanced" by some anal balance freaks out there, could you please still have it in multiplay but just allow it to be disable by us. There are some of us out here that want to multiplay the Single player game no matter how "unbalanced" some may precieve it. Thank you. I just started playing the beta recent
[quote quoting="post"] Q: What is Stardock’s position of Elemental’s multiplayer? A: Elemental has multiplayer. To ensure that it is robust, we basically threw money at the problem (i.e. set up servers around the world to just host the game) rather than monkey around with trying to get players to connect with one another. However, Elemental IS a single player game that happens to have multiplayer. Out of the box, Elemental’s multiplayer will be essent
[quote who="Anomander" reply="28" id="2678671"]It really pains me to read that MP and TB are token efforts, this was the only reason I preordered and now they are relegated to lets see if people want them expanded after release. Nowadays MP is essential imo.[/quote] yeah i am more of a online player too and id like some more love, also multi imo doesnt really need a lot of resorces but lets not forget they worked (and spent money) on servers
sry double post
[quote who="Frogboy" reply="10" id="2678557"] 1. The current general system is there to stay. we're obviously not going to change it in Elemental 1.x.[/quote] yeah ofc, like i said the problem is not in the system, system is good, its what you research (at this point) the problem [quote] 2. The general balance of the tech system has NOT been implemented. 3. There are only two tech trees in the beta (as
[quote who="PyroMancer2k" reply="4" id="2678241"] Adventure Honestly I think the who Adventure route could use a little more work. But as far as someone taking the Adventure route while still having food R&D I think there are some ways this could be achieved. First off I think it would be nice to have tech rewards for goodie huts, ruins, and quest. Now a full tech might be a bit much but finding say a scroll that gives you X amount of R&D in either your curren
thats a thing i was really expecting! special abilities made the fortune of kings bounty while they werent really available on mom(just a weak and bad version) hope elemental can get a nice variety and fun out of them to make tactical battles intriguing like kings bounty and evolve the combat of mom into something even better are these available in next beta with the first tactical battles ?
[quote who="sage2" reply="44" id="2678068"] IMO, the development of the first 100 turns is way too slow. [/quote] based on what? 100 turns of mom you just passed all the time to get the first buildings and a bit of exploring i already do more in elemental than in civ/mom and we arein beta i dont agree thats too slow considering you can explore and start questing, much more fun than it
its already been "discussed" (read argued and flamed) frogboy says the game will be ready and they are ahead of schedule we have no better info so fanboys will trust frog and hateboys will not and there is nothing more to add imo stability is not that big issue considering the last month will be due to that
[quote who="pigeonpigeon" reply="38" id="2677967"]I'm really looking forward to these changes. But I do agree with others sentiments that the pacing of the game is still way out of whack. Maybe I'm doing something wrong, but I have trouble training even small armies. I think the most soldiers I've ever had control of in a game was maybe ~100, and that was with several level 4-5 cities and smaller ones. It's just so expensive to train, and to maintain, large numbers of troops that armies tend
[quote quoting="post"] At the moment one of my biggest concerns is the current research system, as right now it shows little variability. However, this being said, although we've had it since virtually the beginning, the research system inherently depends on everything it produces, and as it effects every other aspect of gameplay, it is difficult to point out what is wrong with just the system itself. I do have a few suggestions here however. [/quote] well tb
[quote who="Peace Phoenix" reply="5" id="2677366"] Instead, we need to reward players more for building up fewer, bigger cities. I am not sure if you will have the expected result when you need to snake your city to get those nice ressources.[/quote] its already been stated theyll change it allowing to build on rarities without having to city upon them so the frog idea is perfect big and fully developed towns should be rewarded &
[quote quoting="post"] Tactical Battles. You guys haven’t gotten to see this part yet but you will this week. Let me set expectations here: Our tactical battles are very much like Master of Magic except that units have morale and there are terrain bonuses. So if you don’t like Master of Magic,[/quote] if you dont like MOM you should just play tetris imo :D anywyay good choice, mom was just nearly perfect, with the addition of morale and
[quote who="Frogboy" reply="4" id="2677602"] Quoting Batlord, reply 2What about AI ? I don't think anyone considers AI to be an important factor. The beta community has has been pretty clear that they don't think the AI needs to be even in the game... [/quote] yes!!! no ai everyone play online!!