Das123

Das123

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

I've put the game down for quite an extended period now to try and approach it fresh again. The beta process was incredibly frustrating and I wanted to approach the game with a set of new eyes. On top of that I gave myself a few house rules so that the exploits were minimised. For example, I didn't allow myself to use the Imbue spell so that I couldn't create a super stack of summoned creatures. So over the weekend I tried to get back into it... But it simply lacks pe

47 Replies 119,153 Views

I disagree with allowing all of us to beta test it through a public beta - especially as an Impulse default. Many players have drawn a line in the sand at version 1.1 and a public beta at this stage would just add grief to an already frustrated and unforgiving market. I think Stardock would lose even more customers.

13 Replies 10,508 Views

[quote who="Goontrooper" reply="15" id="2798873"]...Lots of what you guys are asking for was debating in depth in Beta, with Stardock fully involved in the debate....[/quote] True, there was a lot of comment during beta. But I don't remember anyone from Stardock ever involving themselves one way or another in the debate. They still don't. My take on this is that they saw these changes as way way too hard/costly to implement so ignored it - hoping it would go away.

16 Replies 13,856 Views

[quote who="Kalin" reply="8" id="2795841"]The problem with vastly differing race/factions is balancing them would be very hard. When starcraft came out with 3 different races it was quite a feat, and many have tried (not so successfully) to top that. Balancing 10 vastly different races is just virtually impossible. That's why they only have 2 sides with some minor differences (which are easier to balance) between the factions on each side in the main game. Even then, I'm sure you've seen the

16 Replies 13,856 Views

There really should be some sort of garrison mechanic that is dependant on the size of the city and the current tech available. Would solve a lot of potential problems.

131 Replies 268,311 Views

This aspect has been my biggest disappointment with Elemental. I'd happily play with the weak AI and poor tactical battles just for the RPG aspects if there were specific species in play. Without this sort of racial flavour the game feels so much less than it could/should be. Compounding this issue is the lack of moddability in this area as well. Reverse-engineering some of the XML code, it looks like there were plans to have racial diversity at some point. But this appears to have en

16 Replies 13,856 Views

[quote who="db0" reply="101" id="2795389"]Can we get back on the subject instead of making this YAEST (Yet Another "Elemental Sucks" Thread)? Brad, since you're here and you mentioned that Kael is a personal friend I wanted to ask if you asked him to playtest the game so that you can get some external perspective...[/quote] Good question. Kael through Fall From Heaven has really captured the right feel for a fantasy strategy game - and this is way beyond the structu

196 Replies 680,796 Views

[quote who="cr0nic69" reply="14" id="2794831"] What do yo mean by a utility that does the code work for you? [/quote] Some programs allow you to build within a visual interface to make the process easier while the XML code is being built underneath. The Tile Editor is a good example. Eclipse is purely a code editor so will mean you need to code the XML structure directly.

25 Replies 29,403 Views

[quote who="trcanberra" reply="32" id="2794147"]I'm kind of curious about the expectations for 1.1, it's almost as if people are expecting to see a new game. I am expecting the same game with some better AI, balance changes, and a few new features. If that will make you like the game more, great, but if the game is boring for some folks now I don't see how 1.1 will radically change that.[/quote] Good question. I'm hoping for a game that has the following:

92 Replies 251,494 Views

I'm also in the category of not playing now until 1.1 is released. My greatest concern is that 1.1 will be another band-aid solution instead of a real balanced update to what should be a great game. It seems that many of the updates have been put out due to time pressure rather than quality control and I hope that Stardock takes the time needed to get this right. I would much prefer to wait another few months to get a balanced, playable game rather than receive an over-promised/under-

92 Replies 251,494 Views

[quote who="klaxton499" reply="4" id="2790451"]May i make one suggestion? Is is possible to flag the population or city level number to show which cities need more housing to level up?[/quote] Excellent point!

83 Replies 131,892 Views

I agree with everything you are saying, Mhormal. The reason I find magic (and as you rightly pointed out - catapaults etc) overpowered is that now compared to normal weaponry they do too much damage. Also agree that spells meed to be more specific and specialised. and that there should be some sort of paper-rock-scissors mechanic as you suggest with cavalry, archery and spears.

10 Replies 18,577 Views

[quote quoting="post"] 5. Regarding the UI - I want to know WHY I'm hitting and missing. And I want to know before hand what the odds of me getting a hit in are - and also what the damage is likely to be - including the retaliation hit/miss/damage odds. Here is a suggested approach: When mousing over the target a summary appears so you can evaluate your

10 Replies 18,577 Views

The changes to the Combat System and weapon balance are certainly heading in the right direction with 1.08. :) I like that melee battles are now more of a slug-fest between the combatants rather than the old insta-kill. While the balance is light years ahead of the older versions, there are still s few problem areas: 1. Magic is way over-powered in combat. Halve the damage of many of the spells would feel about right. 2. Some of the summoned units are also too powerful

10 Replies 18,577 Views