ddd888

ddd888

Joined Member # 3558148
1 Posts 143 Replies 15,697 Reputation

[quote who="PyroMancer2k" reply="1" id="2658456"]Actually I think this takes away from some of the uniqueness and strategic importance of having those resources. I noticed you put forest in there but they are extremely common and you can get materials even without forest so that part of the argument doesn't really hold up. I understand with ore/crystal though. [/quote] well i wrote forest too, you are right, but i focused the post on mines and food as you saw :P</p

12 Replies 6,890 Views

imo there is a problem in the "special" buildings being too much strong and needed you shouldNT rely COMPLETELY on special buildings on ores/forest/crystals and such but be able to "manage a bit" even without the idea to solve it is pretty easy imo small amout of resources available after a high lvl research in every city (ie "uber advanced mining" gives you the chance to build a small mine on normal mountain who just gives very few metal) o

12 Replies 6,890 Views

well dunno, its my style of playing maybe i wasnt clear b4 i dont use tab to scroll and actually move al my units i want to "have a look" at my turn so i scroll (in other games, in this i would like to) fast all the possible units to check what i can do in the turn after i saw my possibilities i move them (and ofc if i could scroll between only the units who can move that would be easier too ) for cit

33 Replies 118,993 Views

yeah i wanted to open a similar thread too what we need absolutely is a next unit *WITH action points left* next town is pretty useless but ok, cant hurt, but the actual tab is only slowing the game and pretty boring

33 Replies 118,993 Views

yeah but not every city has a granary in fact thats the problem, early is too much important, maybe some other building to research b4 granary and not needing resources... anyway the point is i agree with multiple gardens was too much complicated and dispersive but right now its just linear and not fun imo you build garden hut and wait wait wait while b4 you had the option to work hard on a town and ma

46 Replies 24,870 Views

[quote who="MagicwillNZ" reply="19" id="2655580"]I'm a little confused by the constant comparisons to X-Com (not in this thread). While I love X-com... I don't know how literal people are about it. Do people really want to put their bowmen on overwatch? Or crunch action action points to maximize the efficacy of sword blows?[/quote] yeah i doubt it im more for a "faster" style like MOM/kings bounty

28 Replies 19,121 Views

[quote who="Slainangel52" reply="17" id="2655450"] Why shouldn't more intelligent use of your resources be able to net you a victory when the odds aren't in your favor numerically? [/quote] im not saying that im saying that tactical should matter for a % but not so high that could allow a completely lost battle to be a victory ofc should allow a 40% chance to be a win or something like that its like in a soccer game, when you

28 Replies 19,121 Views

[quote quoting="post"] right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating... [/quote] well tbh i dont tactical battles need to be... tactical but cant completely overrul

28 Replies 19,121 Views

[quote who="Stmorpheus" reply="20" id="2655120"]i have to agree with most everybody else, i like a huge city as much as anybody. however, it is just simply useless to build 4 farms that could do the same thing as 1 farm. what i want to see is building that force you to make a decision at some point around 3rd city level. because you can't build everything, you have to decide on specialization or a balanced but weak city. at 5th level i would like to see some uber

46 Replies 24,870 Views

[quote who="kryo" reply="24" id="2639319"] sry but can i ask why? Retail shelf space has to be reserved in advance, and the holiday release season is very busy (and thus either much more expensive or requiring even further advance reservation).[/quote] by shelf you mean *literaly* the physical place on the store? you have to PAY a store to keep a room for your product? i was totally unaware (and surprised) of this

89 Replies 148,308 Views

[quote who="BoogieBac" reply="21" id="2639312"] sry but can i ask why? See post #4...if you blow your spot in the retail calender, then you have to wait for the next opening (which would be post-Christmas).[/quote] ah ok sry didnt read but your "spot" with which organization? like the publisher? areny you stardock your own publisher?

89 Replies 148,308 Views

[quote quoting="post"] The long, hard, scary time consuming feature is the AI. It’s the one feature that could delay the game beyond August 24th. If the game gets delayed, the alternative release is second week of February. [/quote] sry but can i ask why? i mean its some kind of internal joke? otherwise how is it possible that cant be delayed just 2 months or 3 or 1? i mean if you now think its possib

89 Replies 148,308 Views

[quote who="Chipwich" reply="1" id="2634191"]I doubt that anyone will use the handicaps. Most people will only alter the basic difficulty.[/quote] yeah what really bothered me in civ4 was how much stupid was ai and how much cheating it was thats just boring, you can get an achievement like but its not a game anymore hope in elemental most of effort will go into developing a competitive ai without cheating and then we can adjust it

68 Replies 241,658 Views

[quote who="Nero_zero" reply="57" id="2629955"]I don't really like the Winner takes all approach either, as it would inevitably lead to a lot of posturing and very little actual fighting.[/quote] did you really use that often retreat in the past game? i basically NEVER used it, like in civ4 it was very uncommon till the latest patch that buffed horse based units

469 Replies 1,490,213 Views

[quote who="pigeonpigeon" reply="26" id="2629772"] I mean, let's take a hypothetical situation: I have a company of light cavalry sitting by my border.[/quote] and why is your cavalry sitting on your border without a chance to fight in case caugth by enemy? thje point of tactic is just position units where they belong to on the border should be some scout, or army ready to fight enemies

469 Replies 1,490,213 Views

[quote quoting="post"] WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with. My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them. [/quote] i dont quite understand why the attacker(not saying i disagree or d

469 Replies 1,490,213 Views

[quote who="vieuxchat" reply="131" id="2629346"] And it seems you never played combat mission, or you would never say that the RNG dictates who will win. Yes ther's a lot of luck involved, but a good player will always win over a weak player. And between two player of the same level that's the tactics used that will do the difference.[/quote] yes i admit i never played combat mission BUT what i said remains true i want to shot a fireball AND dec

155 Replies 381,394 Views

[quote who="LeBlaque" reply="109" id="2628810"]I'm not sure anyone saw my previous post, but after reading the last page of posts I'm more convinced that Stardock should implement TBS like Combat missions. Where you program the moves and actions of all your units and then submit your turn. ....After both sides put in their orders you can watch the result of the tactical battle for that turn. Little video showing how CM looks when playing the turn. I thought

155 Replies 381,394 Views

[quote who="Ellestar" reply="155" id="2550406"] I'm not sure what exactly can possibly be "more interesting" here. I don't think it will be any more interesting if a player will need to make more than one click to make a road. More so, given that players will always want to connect their cities with roads, i think it should take zero extra clicks to make a road. So a road should spawn automatically if two nearby cities have either a low-lvl trade building like a trade post (that bu

287 Replies 658,210 Views

[quote who="maniakos" reply="110" id="2549598"]A big no to organic roads. Roads have tactical value. As a King I want to control where roads are built. So I don't want to have a road that opens my city to quick invasion from my neighbours. [/quote] agree [quote] You had infrastructure points that you got from cities with a slider setting (this could be set in a city level or in a global way). Then you would spend those points t

287 Replies 658,210 Views

[quote who="tamides" reply="4" id="2548945"]Player plan road, hits apply and 20 people from the nearest town rush out to build it, this road building will drain the city abit while the road is constructed, or perhaps you can put a toggle on a military unit, if on, they rush out and start building I was trying to think really simple here : )[/quote] i like this idea when you order to build a road some "workforce" from the nearest town is used (and even

287 Replies 658,210 Views

another VERY IMPORTANT THING, if i will play elemental online IT WILL be with some friend, be it 1, 2 or 20 i dont care, dont make the mistake with demigod, online gaming IS team based, hope elemental multiplayer will be EXTREMELY team friendly

59 Replies 106,951 Views