krejci

krejci

Joined Member # 3830337
0 Posts 1 Replies 296 Reputation

I always liked how diverse ideas (not the actual gameplay though) there was in aliens in the Ascendancy game. Since that most of aliens in the mainstream games felt boring (GalCiv especially... humanoids everywhere) Some random examples from https://aliens.fandom.com/wiki/Category:Ascendancy_Universe The Capelons are masses of flowing fibers who can rearrange their bodies quickly to assume any shape. The Ungooma are a species of adapti

21 Replies 54,956 Views

[quote who="cardinaldirection" reply="30" id="3364265"] Quoting krejci, reply 26 I yet have to see 4x game with multiplayer which would retain its depth and would not require 10+ hours uninterrupted sessions (something what majority of players simply cant pull off). I feel the Age of Wonders series refined the mechanics nicely. Check out the play-by-email-wrappers.[/quote] I am not sure that PBEM is w

42 Replies 120,816 Views

- quick graphics quality setting low/medium/high. I am not a 3D graphic to understand the severity of impact like "texture atlas", "dynamic shadows" etc... I am not saying remove them, but make one overarching setting which wouldnt need alt-tabing to wikipedia. Just to wage in against something i consider vocal, but still quite a minority - multiplayer is below recognition threshold on my personal "want to have" list. I yet have to see 4x game with

42 Replies 120,816 Views

As long as the backward savegame compatibility is kept, keep them comming fast and furious :) After all, if someone doesnt want to update, he can wait as long he wants before installing an update. I dont really see how frequent updates can be problem for somebody (except perhaps modders)

64 Replies 141,181 Views

[quote who="Frogboy" reply="20" id="3272412"]Should almost do a poll on this: Would you be willing to give up player designed units to have a greater visual variety in the races? Basically, the limitation is that each body type / skeleton requires its own set of clothing, armor, etc. [/quote] Probably no. Designing uints is not as interesting as in GalCiv, since you are not really building the unit - it is just "clothing". I understan

86 Replies 279,925 Views

[quote who="NanakoAC" reply="1" id="3271708"]i always thought a bonus for being idle was silly to begin with. But i'm guessing the idea is that if you want to use it, ou have to actually stop building things. not just build everything there is to do, then idle. if necessary, use gold to buy things that are needed instead of building them ?[/quote] I like the "when idle" mechanic quite a lot. It is indeed an interesting choice. Should I keep developing city to get lo

3 Replies 3,712 Views

[quote who="Neil Banfield" reply="3" id="3270838"] Only text such as city labels and tile labels that are part of the world vs the UI would be impacted by those settings. [/quote] Oh, this is so annoying. Tile yields are quite unreadable to me except for almost the closest zoom.

17 Replies 31,790 Views

Main reason why I would by DLC is to support you. That being said, I don't think that map pack is a bad idea for DLC. I like high quality manmade maps and scenarios, and they sort of guarantee certain level of quality after all. You can get some bottlenecks, some intriquing monster placement etc. (but AI should be able to handle those as well). Some actual scenarios (not maps) might be interesting as well. One map mini-campaign with story etc.

213 Replies 766,407 Views

[quote who="pomalley" reply="75" id="3265356"]I agree. Do it like Civ5 and put *everything* as a notification on the side. Tech advances, enemy spells, whatever! Except for getting attacked, I guess, which happens during the enemy turn. [/quote] Yep, especially the city level up popup! It should not prevent me of looking around before I choose the level up.

157 Replies 111,826 Views

At various locations in the game e.g. shop, unit design etc. there is en encumberance bar. First impression of this thing is that it is quite usefull, having a ruler style lines indicating how much encumbered it is. When you select an item, it shows a semi transparent extension of how much encumberance is going to change. But. Currently, the thresholds for light/medium and heavy are 40 and 80 (IIRC) per cent. However, the bar has lines indicating 25, 50 and 75. Why? These thre

1 Replies 7,594 Views

I agree with that as well... I was initially too quite surprised that the stat improvments was mixed with special modifiers in the level up selection... Feels a little bit strange. Usually there are points to distribute to allow for that functionality...

4 Replies 4,880 Views

Firstly, I absolutelly love the traits and I see great potential in that for both heroes and regular units. Current situation is quite fine although I would prefer more race specific traits, possibly even placed as default for each unit of that race. However, the display is a little bit chaotic and not easy to see. This is very apparent when looking at heroes. Positive traits are mixed with negative traits, magical traits next to governor etc. What I sugges

4 Replies 4,880 Views

Hi, I have save with 2 bugs, but cannot attach it here, it seems. Bug 1 - I casted whither in combat on Darkling Riders army. Surprisingly, one unit was killed - I think it was shaman. After I won the battle, I still have the army on strategy map - with 0 HP. edit: I wasnt able to enf turn, I had to reload the game. Bug 2 - I have city right at the borders with cold lands. there is also a river, bending further into the cold

0 Replies 2,067 Views

[quote who="Satrhan" reply="49" id="3067094"] Alright then. First off, I agree with you on improvement placement. It just leads to a lot of weirdness, snaking being the worst offender. Personally I would like to see one-tile cities or one-tile-per-level cities with building handled in the city management screen. But that being a bit of a long shot, I'd settle for some hard limits on how many tiles a city can occupy. This tile limit could increase with leveling. This

79 Replies 308,538 Views

Hi, I didnt follow FE development closely (after the disapointment with WOM) so I didnt know what to expect. I have seen few screenshots, but they look kinda similar to how I remembered WOM. God, I was so wrong :) Unfortunatelly I hadnt much time to properly "play test", but the first impression is excellent! It starts with the excellently done menu, the UI feels exactly as it should feel - helpful and not obstructing or limiting. The amount of polish is really considerable! I guess t

116 Replies 454,178 Views

Btw. what are the demographics of TBS gamers? Or probably I should say customers. (those who actually buys, you dont develop stuff for people who just pirate) I think I have read somewhere that largest group are males in late twenties and early thirties. If this is indeed true, than the lack of MP play/interest from this group is not really surprising. TBS MP is very time consuming in that manner, that you need guaranteed long uninterrupted session... something that I have real troubl

254 Replies 735,703 Views

[quote who="Sethfc" reply="236" id="2733383"]I don't understand all of the people here. I apologize but i have never suffered through any issues or glitches. Only one time on the pre patched preorder version of the game *the day before release* did it crash. After the release. Not once. And no errors loading. had some slowdowns but otherwise i've had no issues.[/quote] I am fine, thus everyone else must be fine, right? I personally have experienced just one cras

333 Replies 1,250,691 Views

bah, they are not in there? (I didnt get to the game yet) Subtitles helps us non-native speakers a lot as well. Actually, they usually make the difference...

4 Replies 3,007 Views

[quote who="arstal" reply="48" id="2715405"]On big maps you'd be likely to get unreasonable shard counts, or at least the possibility. Another shard suggestion: maybe have each shard allow for an extra summon of units based on the shard, like air shard= a 2nd air elemental? [/quote] I think that this system might be good for large maps as well - since you will be able to mass large armies, you want to have spells that actual

107 Replies 301,972 Views

[quote who="Gabberkooij" reply="102" id="2701937"] For me it does not matter, but localizing impulse would help it acceptance beyond the techies in europe. And make sure people can use local banks / payment methods, credits cards and paypal accounts are not used by many people.[/quote] if the impulse is going to be the main distribution channel, it should be localized. There are some substantial markets which you can hit by just few additional lang

177 Replies 411,612 Views

Besides from bumping :) I also dont like how much the cities sprawl (issue 1), and I have to agree that even building one is "too much clicking for too little fun" (issue 2) as someone stated above. While I can get along with sprawled cities, I dont really understand why I have to position the building manually. It is a choice with no consequences, so why bother? Also I have been struggling with what benefit/choices the city sprawling brings? Is it really just eyecandy and/or

15 Replies 51,887 Views

on the more important note B O O B S Have you noticed how badly there are done on the picture in journal entry? It almost looks as if she has 4 of them. They look very unnatural, i would say flat, wide and very "tall" - simply they are all over the chest.

84 Replies 234,736 Views

There has been lot of talk about buildings and resource mechanics which both impact the city development. But I am surprised that I didn’t notice much talk about one feature which makes Elemental very distinctive from other 4X games – buildings are being build directly on squares on strategic map. Of course, this feature was discussed a bit, especially, when cities could have line shape. Also recent suggestion whether tiles can have 3x3 subtiles instead of 2x2 (it is not p

4 Replies 5,926 Views