[quote who="Verkinix" reply="77" id="2728678"]Agreed. Soon they are going to make it illegal to sell Elemental. Elementals Anonomous... [/quote] Thought that read "Elemental Erogenous". [e digicons]o_O[/e]
Gravedancer
[quote who="SpaghettiMon" reply="92" id="2728629"]This shit is why a lot of developers who don't make cookie cutter games (like Valve edit: As in Valve doesn't make cookie cutter games.), don't say much of anything about their games before and after launch, because some vocal minority will always use some stuff they said over a year ago, or some similar and minor gripe, against them. [/quote] Agreed. It's the bane of MMO developers. The community begs for updates, the de
That is amazing! Thank you for sharing the video (although YouTube apparently doesn't like your music, lol). So how did you create those? Is that all from tools available from the game?
[quote who="Midnight312" reply="67" id="2728619"]Frogboy said patch is "now in the hands of the internets" on chat...[/quote] Well someone isn't playing nice cause I'm still not seeing it. Trust me, I've refreshed like 10x since I read your post. [e digicons]8O[/e]
Where do I submit a suggestion for the Impulse client? For times like now, I'd like to have the client automatically refresh, checking for an update to Elemental. In fact, I'd like for it to auto-install, send me a text message, and have the game loaded and waiting for me to play. I already asked my wife but she didn't seem to appreciate the importance of the 1.05 update.
[quote who="LSDee" reply="1" id="2728483"]I agree. I think a specialized unit should be able to put up an oupost ala the Kohan series, or call it colony, fort, etc and mine the bejeebus out of whatever unclaimed resource. Other nations can overrun the position without starting a war, so there's a strategic element. This would also control the necessity of spamming cities to gobble resources. It would also be cool if certain resources didn't appear on the map until certain techs are researched
[quote who="Shaky010" reply="2" id="2728426"]you can't tell me that the thought of having slave girls has never crossed your mind[/quote] You mean like this? Slave Leia Group and Elvis SDCC 2010 http://www.flickr.com/photos/cfavero/4855300609/in/photostream/ [e digicons]:inlove:[/e]
I'm looking forward to playing this tonight! Can't wait until everyone else is in bed so I can play undisturbed and enjoy some uninterrupted game time... just me, my pc, and a sweet game of Elemental. Thank you to everyone at Stardock for your efforts on this game and to all the beta testers who devoted their time and energy to this game. [e digicons]:thumbsup:[/e]
[quote who="Frogboy" reply="64" id="2728373"]Profligate - if you're dissatisfied, feel free to return the game.[/quote] Love it! [e digicons]:thumbsup:[/e]
I can't wait until it's the 25th so all this confusion is over. (not that I'm confused, just saying...)
Wait, wha?! Is it seriously on top of a horse? That's awesome. [e digicons]:rofl:[/e]
Just a heads up, I get off of work in 2 hours. So you still have a few more hours until it needs to be ready to go. [e digicons];)[/e]
[quote quoting="post"]Weapons and armor: This has been an area that has bugged me very much in elemental. I was expecting to see flaming swords and armor that reflects spell and so forth, something along the line of Diablo’s or randomized items. Instead we get a few types of very unexciting types of weapon and armor that can be accessed very quickly.[/quote] Maybe the idea is that the community will build up this aspect of the game with mods. "Ares' Weapons of War Pack I"<
^ bump I agree with the idea of a militia. A % of the population that's similar to a peon or worse (if that's possible). Basically something to prevent the example given by the OP. Take it from the existing population. If those units die, then the city also loses that number from the population. This encourages the garrison of a trained fighting force to protect the peasants from being destroyed... unless the sovereign doesn't care. <p
[quote who="Sammual" reply="18" id="2727164"]Keep these things in mind when you place cities and when you are thinking about researching Adventuring. If you race up the adventuring tree before your area controlled surrounds the near by forests you get swamped by monsters. If you race up the adventuring tree after your area controlled surrounds the near by forests you can slow down the AI by making the area between your nations very scary.[/quote] I was wondering about this
Maybe instead of costing straight gold the equipment should cost resources just like it does for units. Otherwise, how about an option to "sacrifice" a unit and give it's equipment to my sovereign. Call it a "training accident". [e digicons]:P[/e]
I've seen that as well. Are you playing with a Thief as well? I know they're supposed to get additional gildar from combat so I'm wondering if that's where it's from.
Similar to HOMM and a few other games, it would be nice to have a setup option to place units in a specific formation and have it remember those positions. Every battle I seem to spend time moving my units around each other to get them positioned in the way I would have preferred them to be. Even if this was something that could be organized / defined outside of the battle vs. a placement phase, that would be helpful.
The creature spawns did seem a bit ridiculous. At one point I was surrounded by creatures and couldn't go more than a square or two without having to fight creatures. Almost made me want to stay in my palace, hire a court jester, and eat turkey legs all day.
^ bump I'd like to know. Shame if the equipment disappears. Would like to have a chance to recover items if victorious. I do understand that in the confusion of battle it's going to be easy to lose items. Items get broken, stolen, etc. Can we research RFID chips that we can use on the really expensive items. Surely there's a magical equivalent. But seriously, where do the items go? If they're lost, can you add to the wishlist a possi
I'm seeing a trend here... I bet this is going to be #1 on the FAQ for new players. I appreciate trying something different but it's really counter-intuitive to people who've played CIV games.
Two questions/observations regarding the auto resolve option for battles. 1) Mana usage - When I've selected the auto resolve option and checked the log, it will say that my sovereign has used spells but doesn't get charged for mana for the spells they've used. If I fight out the battles and use spells, my sovereign consumes mana that can take time to regenerate. So it seems like not only can I save time, but I can somewhat exploit the system using auto resolve and not get
I do think it's silly that summoned creatures are able to cast the same spells that your Sovereign knows. Magic should be something that takes time/training to learn and master. Yet these creatures are created with that inherent knowledge?
[quote who="penlin" reply="50" id="2725176"]I agree that champions needs something extra to be interesting, useful, and memorable. I started a sandbox game and decided to focus on adventuring and building up strong champions. They feel ineffective and give the impression that this is not at all a viable strategy - basically killing the RPG side of the game. My advances in adventuring are opening up interesting quest locations, but my champions are afraid to explore them - not because of the q
[quote quoting="post"]Enemy Unit caching modified so that they are released from the game after death (this should address the “game gets slower over time” issue some have reported)[/quote] Not that it matters in the long run, but I'm a bit curious about this. What was the reason for keeping the enemy units in after death? Was there going to be some corpse looting or necromancy taking place in the future?