[quote who="Burress" reply="8" id="3358514"] Quoting tjashen, reply 4 If Elemental encouraged cooperative victories more, that'd be something I'd take advantage of more. Especially in a 'World Gone Mad, Unite Against The Monster Hordes' kinda setting, where allying and aiding in the defense of at least one other Kingdom/Empire would be a strong necessity. Sure, you could still have some uppity opponents to deal with, but the main goal would be to b
cardinaldirection
3 simple words: Faction specific summonS
[quote quoting="post"] 6) Would it be possible to have a toggle on the left hand scroll bar to only show units that have not moved and cities that need attention ie are not producing things. [/quote] Good idea.
[quote who="katrisa" reply="7" id="3357585"] What really needs to happen is factions under the hood with the same name need to be referenced with unique identifiers. Such that you can actually create two factions with the same name and no overlap every occurs.[/quote] +1
[quote who="OliverFA_306" reply="66" id="3357588"] To put in a short way: My humble opinión is that the game continues to lose features that really made the difference and made it stand on its own against other games, not only 4x/TBS/RPG games, but games in general. During this process the game has become a "me too" game. An enjoyable one and pretty cool, but very far from its original objective.[/quote] Well put. More summons ("warrin
[quote who="OliverFA_306" reply="39" id="3357287"] Good point. Seems like the focus of the game was not clear. Or at least not clear enough to pick a name. [/quote] The point wasn't to question the naming convention for the game(s), but remind the devs that the key to unifying the RPG and strategy games is Magic. Heroes should constantly be casting environment altering spells. <a href="http://www.youtube.com/watch?feature=player_embedded&am
[quote who="Frogboy" reply="31" id="3357224"] Victory in an Elemental game is supposed to be about your civilization. How good of one did you create? It is not about the details of it. It's not about how clever you are in tactical battles. It's not about how precisely you design your units. Those things are modifiers. But they are not, in themselves, the game-enders. It is about your civilization.[/quote] Then either the game should be called Legendar
..Should've just removed all the initiative modifiers that are baked directly into weapons (except magical), instead of the entire encumbrance system. Weapon weights, and the initiative penalties of the different encumbrance levels just needed some attention; especially concerning casting. Edit: I do feel however that this thread is attempting to communicate much more to the devs than merely discontent over the removal of the encumbrance system. The titl
May not be the most elegant post ever, but it rings true. SD, please read, then go back over the main points again in reverse. Push your chair away from your desk, stand up and take a step back, (maybe even go for a run / grab a beer / etc..), then sit down and play the game for a bit, as if it was your first time. Games are no different than any other communications media with regard to how important your introduction is. In this case - the first 50~100 turns.&nbs
..Or the 9 tile grid used to represent armies on the strategic map could be made to relate directly to a 9 tile grid on the tactical map, with the top row being the back, bottom the front (middle - middle).
It can indeed be quite disconcerting how the younger generations seem to digest and define reality through doped-up, dumbed-down digital glasses. Nice to meet you [e digicons]:)[/e] , and welcome back to the land of the living. Seven and Neo showed us just how difficult waking up can be. Although I take a small amount of pride in never getting caught up in the social networking wave, I do find it increasingly difficult to relate to the modern world with every passing da
[quote who="Kamamura_CZ" reply="1" id="3355545"] That screen should also allow you to view detailed city stats, map position, etc. It's horrible as it is.[/quote] +1
[e digicons]k6[/e] Please SD!
[quote who="ElanaAhova" reply="2" id="3353123"] Also wish the production queue showed up in the kingdom report of cities...so all cities can be adjusted from one screen....[/quote] ^This would make too much sense though.
[quote who="Seleuceia" reply="4" id="3352960"] Quoting psychoak, reply 3Physicists are Mathematicians... ....with better hairstyles.[/quote] Hah, too true.
I vote for case 2, per your note.
Making a game / watching Star Trek / being a bit under the weather / replying to your post / about to toast a muffin. You?
Elaboration: If randomness is to play a role in the risk/reward relationship, then the categories defining the possible rewards at a given event or location need to be much more balanced. ie. Instead of a statue yielding either a golem or a hate stone, which contribute in differing ways, and have varying values at different points in a game - it should always produces something of relatively equivalent useful
I really hope this thread gets dev attention. The sheer degree of randomness between risk and reward in this game drastically detracts from it's entertainment value. Instead of acquiring a sense of accomplishment for efficiently exploring and expanding into a randomly generated sandbox, I feel like I'm riding a randomly generated roller coaster. Simply saving, quitting, and loading can dramatica
Flying through some gray clouds of my own at the moment, also working to migrate from the first pic to the second (& SIMPLIFY) - the silver lining is much appreciated.
Great post - worth digesting every word! Derek, please read.
>This bone still has some good pickin's.
[e digicons]k1[/e] While I feel that a couple of your numbers are off, the idea is sound. Larger (/conceptually stronger) units should occupy more spaces in an army.
Watch em all
Long live the monkeys! [e digicons]:beer:[/e]