cardinaldirection

cardinaldirection

Joined Member # 4827756
9 Posts 280 Replies 16,214 Reputation

[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

47 Replies 176,062 Views

[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.

1 Replies 2,962 Views

[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

99 Replies 422,452 Views

[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

99 Replies 422,452 Views

[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

99 Replies 422,452 Views

..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

99 Replies 422,452 Views

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

99 Replies 422,452 Views

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

17 Replies 73,191 Views

[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.

6 Replies 2,974 Views

Making a game / watching Star Trek / being a bit under the weather / replying to your post / about to toast a muffin. You?

85 Replies 266,097 Views

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

15 Replies 5,893 Views

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

15 Replies 5,893 Views