The next survey: Submit the questions you would like to see on the next "FAQ"

I really like the "June FAQ" that Frogboy posted. So for my next survey, what I would like to do is:

Step 1. Have people submit a lot of questions that you would like answered in the next FAQ.

Step 2. I will put those questions in a Survey and I will post the results. Who knows if StarDock will actually use that list, but at least it would be available to them.

I had intended to probably not do a survey this week, but there is so much exciting going on! When I saw the June FAQ in the Dev Journals, this seemed like a possibly awesome survey topic. So please post the questions in this thread, and in the next few days, I will get a survey put together and some way of determining which questions have the most interest. Then after we get a good number of results I will post it.

Please do not post regarding other people's questions UNLESS you can quote from a Dev post to answer the question AND there is no reason to believe that things have changed since it was posted. I would like to not have this develop into a discussion thread, just post questions you would like to see, unless you have a solid answer to someone's question.

I won't put a deadline on this, just get questions submitted ASAP so I can get a survey going quickly.

17,504 views 14 replies
Reply #1 Top

Are there magic libraries for the regular troops (learn combat spells/train spell casters)?

Do the regular units have battle spells ?

 So far, it seems the plan is as follows:  One main spell caster.  Able to build town(s) and train 'normal' units.  Able to search out and recruit(enslave) rare magic units. 

I've seen no mention on training other spellcasters to fight the battles.  I'm curious if this is in the plans or not.  If it is in the plans, what are the current thoughts on the subject - how powerful (or limited) are the trained units.

Reply #2 Top

I'm not sure if the questions are general enough, but I'm going to go ahead and ask them anyway.

1) The Life element will supposedly be, more or less, divided into the classical 'Life' and 'Death' - Death being a part of life, or the absence of life, after all. Can we expect to see any similar division or diversity amongst the other elements (or have we just drawn the wrong conclusions about the life element to begin with altogether?)?.

2) I know we more or less already have the answer to this, and most of us have faith in it, but could we get an adamant answer as to wheter or not we'll be able to conveniently mod & create our own spells?

3) And for 1 million dollars - will Elemental have variant mounts aside from horses?

Reply #3 Top

1) Will there be some kind of tiger(or feline if you prefer) based mounts?}:)

2) Will the game allow easily to add/change the type of terrain used by the channelers? (good channelers have those green lands while evil ones get those dark lands...) I want snow and ice.

3) Will weather be used/implemented in the game?

And in case of being used/implemented:

3.a) Will be it a simple system or will you try to make some advanced options with it? (not asking for realistic to the minimal detail weather)

4) Channeler creator: Will it have RPG traits/perks with effects in the game? (Somehow like MoM's but more varied and with more diversity in non-magic areas?)

5) Will you consider adding Mega Events (optionals like in Gal Civ II to avoid some complaints) to Elemental from the very beginning (if you ever do)?

6) Will the campaign feature any extra "planes" of reality? (oh, wait, that would be a spoiler...)

7) Will the game have an editor that allows us to create campaigns like the one you are making for the game?

8) Is Elemental truly making a difference for your future plans for Society? (graphics, multiplayer...)

9) Can we know more about the different editors and if we will be able to "test" them during any phase of the beta? Or if you prefer: Will we be allowed/given_the_opportunity to create new stuff for the game during the beta?

10) Which is the meaning of life?

Reply #4 Top

Quoting Wintersong, reply 3

10) Which is the meaning of life?

Gotcha covered. 42.

Reply #5 Top
  1. Once and for all, how many elements are there?
  2. Will there be some sort of an integrated modelling system?
  3. Will heroes and channelers be able to do spell research on their own (sans buildings)?
  4. If so, will they be able to increase their research ability?
  5. If so, how?
Reply #6 Top

I've only got one that hasn't already been asked, units we have seen so far (in pictures that the devs have shown us) only seem to have one soldier/worker per unit... I was hoping to see more per unit similar to master of magic which had 4-6 soldiers per unit, so basically:

How many figures (number of troops) per unit can we expect to see  in the final game? Similar to that of MoM?

Reply #7 Top

Quoting RisingLegend, reply 6
I've only got one that hasn't already been asked, units we have seen so far (in pictures that the devs have shown us) only seem to have one soldier/worker per unit... I was hoping to see more per unit similar to master of magic which had 4-6 soldiers per unit, so basically:

How many figures (number of troops) per unit can we expect to see  in the final game? Similar to that of MoM?

Got this as of mid-March....

Quoting BoogieBac, reply 1
As of now, our current plan has the player making two choices when they train a unit...

1. Unit type: Which unit design do I want to train (Common Footsoldiers, Advanced Bowmen, etc).

2. Grouping Type: How large of a squad do I want? A 'Squad' only requires 10 population units, but a 'Company' of 40 troops will last even longer on the battlefield, with a 'Legion' (300 troops) putting up an even better fight in open war.

Most 'Grouping Types' will require a Logisitical understanding to be met (through Technologies or base racial ability), with some of the larger groups unable to join in dungeon exploration (I would imagine only 'Squads' could realistically traverse most dungeons).

Also, in this system, you couldn't mix-and-match unit designs within the group. That's not to say an Army can't have a variety of bowmen, calvary, and knights, but they would be seperate groups traveling as one body (think Fleets from GC2).

Again, all subject to change, but that's where our our current path takes us. 

Reply #8 Top

My most frequently asked questions include:

1.  How hard will it be to have more than 1 world at a time?

2.  will there be bear cavalry?  (and other cavalry)

3.  Is there a set goal for the number of spells at launch, and if so what is it?

4.  Will good custom user content created during beta be included on the retail disc?

5.  what was decided on the whole "Camp 1-4" economic models... thing?

Reply #9 Top



Technology Trees

The technology in Elemental is largely the same for each faction with a handful of distinctive early game features that enable special buildings and units per faction.

There are roughly 20 different technologies.  This seems low because of the way (far more fun IMO) technologies are implemented.  Instead of there being "Advanced Swordsmanship" or something players instead choose a more generalized tech and the more they research into it, the better that stat gets. Spell books are where the more literary interesting stuff comes in.

Spell Books

Men and Fallen get completely unique spell books.  The spells are broken into the 5 different schools of magic:

Earth. Air. Fire. Water. Life/Death. 

Each of the 5 schools will have around 20 different spells in them.

Above was snagged from a FrogBoy Dev Journal from earlier this year....still accurate?

Quoting Scoutdog, reply 5

Once and for all, how many elements are there? 

...

Quoting landisaurus, reply 8

3.  Is there a set goal for the number of spells at launch, and if so what is it?

I think these two questions are more or less answered in the above post snippet from FrogBoy. :thumbsup:

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Reply #10 Top

you're  right Denryu!   I remembered the part on the number of technologies and the number of quests, but not the number of spells.    fantastic k1  

 uh... uh....   maybe Frogboy changed his mind >_>   (seriously, I should  be the one answering others questions.  pardon my faulty questioning)

 

 

Reply #11 Top

Correction:

Once and for all, how many elements are there, and how are they organised?

Reply #12 Top

Quoting Wintersong, reply 3
10) Which is the meaning of life?(answered by Denryu)

10) How do the dungeons work right now and/or will work if everything goes as planned?

Reply #13 Top

I have a thread going about that one  *leers at wintersong*

Reply #14 Top

Reason of that post. 8O I want a Dungeons For Dummies by Stardock.