Das123

Das123

Joined Last seen Member # 665472
5 Posts 144 Replies 22,872 Reputation

Sorry, but this idea still seems like a stop-gap measure rather than a solution to me. The game mechanics should be looked at first - then enhancements to the application of the mechanics should follow. Not the other way around. Fixing the tech tree should be number 1 priority before figuring out how to apply the current broken model in a slightly better fashion. This won't fix or even address the core issues in any meaningful way.

32 Replies 87,856 Views

I like some of what I've read about FE and am concerned about some others so thought I would ask some questions: 1. What are the biomes in FE and how are they different than WoM? It appears there are still only three biomes (Civilised, Blighted and Fallen) but it looks as though only Civilised is controllable (or desired) by the player. 2. What races can be played and how do races respond to e

5 Replies 3,731 Views

[quote who="BoogieBac" reply="20" id="2939629"]Dynasties were one of the features that always felt undercooked, and while we came up with several cool ways to improve them, it was on the 'other side' of the feature split when mapping out the expansions. It'll be revisited, but we wanted FE to be a solid base, and for that the World, Magic, and Battles needed to be solidified first.[/quote] This is excellent feedback. Thank you. Dynasties were half-baked in El

102 Replies 94,242 Views

I've stayed away from Elemental now for a few months to try and re-look at it objectively and from a fresh perspective. Unfortunately, the game is still 'plain salted' rather than 'spicy mexican'. That is, its game-play is still bland - and with major holes in its game-play mechanics and balance. On the other-hand there have been UI and improvements to stability which make it at least not the chore to play it was at release. When I start a game it still doesn't

21 Replies 9,925 Views

AT RELEASE: E: War of Magic: 4/10 Civilization V: 7/10 Distant Worlds: 8/10 MineCraft: 9/10 END OF 2010: E: War of Magic: 6/10 Civilization V: 7/10 Distant Worlds: 9/10 MineCraft: 9/10 NOW: E: War of Magic: 7/10 Civilization V: 6/10 Distant Worlds: 9/10 MineCraft: 9/10 <

135 Replies 371,938 Views

[quote quoting="post"] ... One area I do care about a lot is cultural fitting. We have basically zero voluntary turn over here. And I think a lot of the reason is how fun the environment is. It’s a weird crew here. A silly silly crew. [/quote] I agree with you 100%. So often protecting the corporate culture is over-looked when hiring. I've only ever hired once where culture played a secondary role to experience and it was soooooooo disruptive. Took ages

19 Replies 74,750 Views

I agree with the OP. In Age of Wonders races were Good, Neutral or Evil but that really only came into play when you mixed units in a stack. Under that there was a matrix of racial acceptance that really drove the diplomacy. Distant Worlds has both a racial matrix as well as your choice of government to give it its diplomatic acceptance.

58 Replies 40,943 Views

EmersonPF nailed it with his post. And Cykur addressing the Strategy vs Galactic Simulator is a very important point. I am an avid gamer and have been since I got my first computer, a TRS80, back in 1983. Distant Worlds is definitely one of my all-time favourite games - absolutely a stand-alone first place amongst all the space 4X games I've played (Stars!, MOO2, GalCiv 1 & 2, Sins, SOTS, Armada 2526, and many many others). I love the scope and random life of each

26 Replies 107,983 Views

[quote who="SirBedwyr" reply="80" id="2882019"]All the arguments I'm seeing in favor of C++/Angelscript appear to be oriented toward making things easier on proficient programmers rather than making it reasonably easy for a non-programmer to pick up. Not liking those arguments.[/quote] The non-programmers will still have access to the XML modifications. I think that this level needs to be for modders who are beyond the beginner level as far as programming is concerned.

157 Replies 408,605 Views

I've not used Lua but have limited use of Python. From what I've read both are going to be relatively simple for modders to use. Lua seems to be designed to interface directly with C++ so is faster and simpler. Python has better OO capabilities but Lua can still do simple OO. Without having used it I'd pick Lua with the ability to bring in C++ modules. That way simple stuff can be done purely in Lua but the complex mods would bring in C++ modules

157 Replies 408,605 Views

Thanks Steven. :) Good tip. :) [quote who="bpalczewski" reply="5" id="2878652"]Agree also about inaccurate informations on unit cards: in one battle i calculated that a chance of hitting over 80% (one miss in five) i have more misses than hits (like 10 to 8) and quite often it happens that i miss three out of five, though the percentage is never below 80 .. [/quote] Do you mean dodges, or blocks, or both? A blocking miss is still conside

8 Replies 3,001 Views

Yes, there seem to be quite a few problems with the way the tactical battles have been programmed. Brad has mentioned that the multi-threading code should have allowed many calculations to occur concurrently but tactical battles seems very linear in the way the code runs them. The problems are: 1. As mentioned in the OP the damage and feedback text during battles is not consistent and sometimes shows incorrect information. 2. You have to completely wait for animations

8 Replies 3,001 Views

What is with path-finding in Elemental? It has been terrible all the way along. If a unit or stack has a choice of moving two squares in the open or one square in a forest it will take the one square option all the time. I don't get it. This seriously needs to be looked at. Another instance was I had a caravan I was sending through a forest to arrive at another city. One square away travelling in the same direction was a road. Guess which option it took out of moving one square or fou

0 Replies 851 Views

[quote who="Sushikawa" reply="43" id="2876142"]Last night we had a fair amount of snow, enough for me to call into work, so I busted out AoW:Shadow Magic to see if it holds up to to the infamous rose colored nostalgia glasses...and it does. It had such beautiful maps, city sieges were a different type of battle all together, and the magic spells are sweeping, the differnt races, neutral cities, recruiting camps, game changing things that made the world more than a pretty map. Then

67 Replies 222,114 Views

Frogboy, I really think you need to look at the ambient noise generated from the map as well as bringing the actual map to life. At present the sound is really weak. Play a random game of Age of Wonders, close your eyes, and then scroll around. The sound communicates so much of where you are in that game and can either make you feel hot, comfortable or cold. Elemental is really lacking in this area.

67 Replies 222,114 Views

I can't really recall any monsters that were impossible to kill in the games I've played. For me, the problem with armour and weapons is the scaling of the numbers between each level. In most games as you progress unlocking better units or equipment the actual changes are subtle. While Elemental has been scaled back some-what the actual leap in terms of the battles is still really unbalanced. Kael, on another note, can you please explain again how the various battle calculatio

36 Replies 12,334 Views

[quote who="Austinvn" reply="127" id="2865322"] I'm curious, as someone who seems to be a fan of both, how would you compare Distant Worlds to Space Empires IV or V? Does it have any kind of unit/ship customization approaching the SE level? How about complexity of the tech tree? Are the maps interesting/varied/fun to explore like SE - does each game play out differently?[/quote] It's been a while since I played SE but from what I remember you select a hull and fill it with compon

156 Replies 489,942 Views

This has been an issue for a long time in the in-game stats. I highlighted this back in December... https://forums.elementalgame.com/401588 and in other posts since then without any response from Stardock. I think the only inaccuracy now is the To-Hit percentages but it would be good to get some sort of response back about it.

13 Replies 5,724 Views

If we're doing an after evaluation report on the Elemental beta process, I concur with many of the comments here. 1. Most of the beta versions weren't stable enough to test properly. 2. With-holding crucial content felt like the whole beta process was a sham and that, as a tester, any feedback was inherently going to be largely irrelevant. 3. If content should be held back from the beta testers then the beta process should move to a closed beta at that point where sele

22 Replies 13,820 Views