Wait a minute, please correct me if I'm wrong. I huge overhaul with 1.1, I can notice it. I was expecting the expansions to be, an expansion, meaning building on the game. And now, I believe I'm being told that I'm actually getting "another" game. And I'll just say now, that I'm a little alarmed at this "drastic change". I'm really worried about the general direction of the game. Is it going to go for some hero based, quest oriented direction!? I really hope not. If this is su
Vhorthex
The Global Mana Pool was indeed a step in the right direction. But I think Mana could be made more useful and interesting. Taking MOM as a reference, it would be nice to be able to invest mana in different fields, and also add constraints to the new mana pool system. The following suggestion is largely based on MOM's casting skill system and it's mana management system. Mana Channeling Concepts <span style="
I have to say that on my Large map I encountered this issue a little bit myself. Explore 1/4 of the map. And found very scarce resources. I was a little disappointed when I explored a little 5-6 squares that were near my most northern city, to find a cluster of 1 Fertile Land, 1 honey bee and 1 berry patch. this in a 3 X 3 square area. If only those would have been properly scatterer it would of helped a bit. I'm going to point back to some stuff I said in the past, ther
To add some incentive, it's a great improvement. The game is heading in a better direction than it had on release. Global Mana pool and the new city building/population really help. I find magic to be nerfed in a way, but it's much more flavorful than 1.09 and down. I'm sure you will be pleasently surprised. I still find it lacks some MOM traits but you'll surely see that it's going to be an ongoing process. Hope you get to enjoy it!
[quote who="DariasDruss" reply="14" id="2848238"]Too big of a disappointment as a MOM successor anyways.[/quote] Uhm, because you can't figure how to install the game, you are saying the game's a disappointment? That's quite amusing. Maybe you should post this in the tech forums, or even hit up the Impulse Tech support. I've had both the beta versions and it made the transitions quite elegantly. Simply downloaded a 30-ish meg file. And I don't seem to understand what y
Uhm, Everyone, no one knows how to generate Diplomatic Capital in 1.1 using Empire? I like how this is turning into a discussion about it. But no one is answering my initial question. Expanding a bit: Upon researching the tech: Persuasion It unlock the building: Consular Palace Who's description reads: The Consular's Palace allows us to train Ambassadors, which increase our diplomatic capital. So I'm not 100% sure if it's w
Diplomatic Capital isn't to conquer a city, it's to create positive political relationship bonus with other factions. I'm pretty clueless as to how to make them generate some. Oh well.
Hello, I don't know if this is a bug or I don't know how to use them, but training Ambassadors doesn't give me any Diplomatic Capital, do they function like caravans? Do I have to send them to an enemy town? How do they work? Are they disabled for 1.1? Any thoughts are welcomed. Cheers, V.
Wow, Let me jump on the love train too! Last Sunday, I couldn't help but notice that the version was up to something like 1.09v. I was intrigued, like wow, that's probably the highest letter I've seen a build reach on any game lol. So I decided to take a look, I had only peaked quickly when population system was changed, and the AI was still unable to cope. (AI would go into deficit since he didn't seem to understand that it was dandy to build 5 buildings of each type,
[quote who="CariElf" reply="98" id="2820715"] I wrote about what I was working on. I continue to reply because people seem interested. [/quote] I was just asking :) I'm just anxious to see more about 1.1 and what it will entail. I had no idea that it couldn't be disclosed. My bad! Cheers, V.
Although this all looks and sounds pretty nice, why is this being focused on? I'd much rather you talk to us about the spells and the core changes that are coming to the game. I didn't even know that there was an issue with ZOC's. :S But that's just me :) Cheers, V.
[quote who="Grove12345" reply="105" id="2820350"]....so why doesnt this game more resemble MOM?[/quote] MY SENTIMENTS EXACTLY... (Yes, all caps) I mean, come to think of it, I don't like the person who resuscitated this necro post. I know that MOM was an inspiration, but I didn't know Brad had it and "played it". And he even says "Game developers have a lot to learn from MOM"... I guess he was a prophet of his own doom. ;)
I think it's just too late, they've already seperated SP from MP with the new hybrid research tree, and disabled Tac Combat. Thanks to a few ADD people, who should be playing FPS games ;), we won't be able to unleash the power of our units and will resort to automatic combat. All the tactical combat spells you'll research, you'll have to HOPE your champions will use the ones you want. You'll almost have to relearn which tac spells are good based on which ones your characters w
I hadn't seen this post, thanks to whoever resuscitated it :P But seeing it now just gives makes me reel at how things went to badly on launch. I guess Bard already admitted he went on a frenzy in the end. Here's to hoping that Elemental will EVENTUALLY get the it's appropriate injection of MOM. I've shelved the game for now, after destroying the AI with no effort repeatedly. But I'm looking forward to the improvements 1.1 will bring. I just hope it won't be "too little, too l
[quote quoting="post"] Master of Magic is the inspiration here... [/quote] Ahh yes! This! THIS! Thank you, V.
[quote who="Dark_bird" reply="3" id="2804574"]Quoting Frogboy, reply 2There are other reasons as well such as what was considered a AAA game in the 90s wouldn't sell commercially. Or another common one is that what was expressed in the 90s with sprites would have to be rendered as 3D models which is vastly more expensive. That's one of the reasons why iPhone/iPad and Xbox Live Arcade games are taking off. You can get away with making lower scope games that are like classics.
[quote who="CariElf" reply="15" id="2797915"] If you play a custom game you can setup whatever teams you want. Click Custom from the multiplayer menu. Click on Create to create your own game or you can join one from the available games list if there are any listed.[/quote] *Goes to hide in shame...* D: Thanks CariElf! :D
When will coop Multiplayer be enabled? (2 Humans Vs AI) I'd love to participate to give feedback for the MP version, but I'm not the least inclined of playing a versus game. I'd hope that since Frogboy himself said that it would be the most enjoyable way of playing it, that you'd make it available. All the feedback that will be given if from versus games, I think Coop needs to be given some attention as well. No? Regards, V
I'm really confused about the whole process behind Multiplayer. Frogboy himself said that he didn't feel that elemental had much potential as a competitive game. (Versus) But rather more enjoyable with a few friends against the AI. Now, that being said, the dev path still is pointing/leading towards competitive play. What's going on? And the other thing that makes me even more confused, is that you say that you are waiting for player feedback in order to make changes to it. Bu
[quote who="Heavenfall" reply="22" id="2785799"] As far as I am concerned, I wouldn't even call a computer game without simultaneous turns multiplayer. Only one person is playing at a time. That's how terrible I think that "game" mode is.[/quote] That "Game mode" is called "Turn Based". You know, like a Turn Based Strategy game? Simultaneous turn, in my opinion, are a poor attempt to reflect RTS mechanics. The fact that you could retreat your unit before the other person
[quote quoting="post"] The biggest changes, as previously discussed, is making mana global rather than a per unit. This has been one of the most challenging issues both in terms of balance and AI programming (since players could imbue heroes and then have each of them had their own mana pool and enchantment slots). The global mana system is a lot closer to our original concept and that of Master of Magic, our original inspiration. Summoned units will have
Wow, I thought I was the only one feeling this game needed a severe does of 4X 101. I've been trying to validate my claim that terrain should have an impact on the cities it surrounds. Thing is though, that from what I could see, apart from Mountains, Hills & Forests, all terrain reverts to whatever your faction is. For example, if you go up north and build a city in artic tiles, they will transform to 'barren' terrain. (Sorry I always forget the name of the terrain for Empire)</p
Hello everyone, I'm just going to go over the big lines of my game I just did with 1.08. * AI * *Military* Now, I have to say. I noticed the AI has been paying attention in the past few weeks. ( ;) ) No random war declarations out of the blue, and also when war was declared upon, the AI did try to strike at my most lightly defended cities around his strongest armies.
Hello, I finished my first 1.08 game this morning, and when I finally got my children something very strange happened with my first born. She was tearing up the competition along side the sovereign until at one point, after a Tac battle I had forgotten to summon my child's elementals. But when I cliked on her she had 0 mana left... I was a little puzzled since she had a pool of about 100 mana. I also then realized that she had another robe (of beige color) that was Z-Fighting
First I'm sorry but I have to point it out... [quote]can sum mom[/quote] I'm not a pro linguist, but come on :P Moving on, Your first point, although I agree with what you say partially it has to be trend lightly. Since increasing the AOE of a spell might render a subsequent spell irrelevant. For example, if lightning bolt could increase it's AOE, it would a bit become chain lightning. After a while a caster will stop casting flame dart and move on to F