[quote who="Manii Names" reply="92" id="3111832"] Quoting Ragmash, reply 91 I'd really like to know more about how resources, outposts, and settlements interact. I know that resources from outposts go to one of your settlements, do they go to the settlement that is closest to the outpost, or to the settlement that trained the pioneer? If I settle near one of my existing outposts, do I effectively redirect resource flow? They go t
Ragmash
My reactions to this thread -- What??? I don't have to go to my cities to buy stuff??? My all powerful mind was never informed of this! I always just figured that is what would be true! I guess this makes my life easier? But way less of what I wanted it to be... ...wa- waht? There was a problem with the format of the OP...? Thread hijack, lol. Whoa . Yeah. Game immersion
This is all slowly making sense to me, but it's definately a leap getting to where I need to be to keep up with the average AI! I'm realizing that I'm having to build a completely different kind of intuition to effectively play Elemental:FE . The game described above ended in embarassing, palm-facing defeat after a number of severe tactical mistakes. As I'm learning, though the attack-value of your army can significantly surpass your opponents, this is by
I'd really like to know more about how resources, outposts, and settlements interact. I know that resources from outposts go to one of your settlements, do they go to the settlement that is closest to the outpost, or to the settlement that trained the pioneer? If I settle near one of my existing outposts, do I effectively redirect resource flow? Thank you, communty. =) -Ragmash
Hello FE Community! I've been following the development of the Elemental Games since they were first announced. Disappointed with everyone else with WOM's initial release and reception. Tried it out myself (to my extreme consternation) was entirely lost. Just purchased FE the other day after watching some playthroughs on youtube and pouring through the posts. There's been some extreme overhauls!! I can actually see FE becoming what it was I imagined it could. So, wha
Maybe there could be different flags, each of which was dependant on the strength of your party/army. "weak" -- small/wimpy/simple flag "moderate" -- bigger flag/more ornate "strong" -- same as moderate flag but with even more detail. etc. Might make the battlefield a little more visually-informative. =)
The only reasons I can see Phase Inhibitors not being all that great right now is that, for one, as you mentioned, there alrady are structures that do this for us. It's in the case of being in unfriendly space where the issues exist. However, what's the point of a phase inhibitor that can keep a fleet from jumping, while the fleet is also out of the woefully short range of the vary star bases inhibiting their jumps? In other words, I think there are other fish to fry first before Phas
I also agree 100% that there should be more done with the hangers. Honestly, I think there's plently of room on that whole new tech branch for plenty more goodies aside from the SB stuff.
I've mentioned this in another thread, but I think it's legit enough to put here too: I think it'd be awesome if there could be a tactical structure that could auto-deploy mines to a specified location for you. This structure would also have the capability of slowly replacing "used" exploded mines autonomously, but each of these structures could only maintain a certain number of mines. (10, 50, 100, whatever balances the best). This makes mines less of a micro-management thing
I'm glad I get to be part of this beta, if only to appreciate the final release that much more. =) Now that all this Holiday junk is done and over, I'd expect things to get rollin rollin rollin...
Good: Mines definitely are something this game needed, akin to "walls" in other RTSs, that encourage more strategic movement of fleets. They are a cheep way to effectively slow the onslaught of attacking forces. The Bad/Ugly/Suggestions: Mines as they are right now require /way/ too much micromanaging. Period, between laying and sweeping. If I'm currently on campaign, managing my fleet, "pwning noobs," I'd rather not have to go back and check my more strategic planets' defense
So far, I've put in enough time in the beta to feel like I can offer a valid first opinion of the game at large. I love that there has been a new branch added to the tech options! I feel this adds much more depth and room for expansion and it is this branch with which my comments are concerned. First, as I mentioned, I feel this branch ("Security" for the Advent) adds much more room to expand, considering how few techs there are to study in it, compared with the number in the
I seem to be one of the "lucky" few folk who's problem isn't actually getting the beta downloaded, but getting the program to run afterwards. =/ Maybe I'll just have to wait until it's fully released. All good things come to those who wait...
Suggestion: One way to avoid the issue of straggling ships would be to move your fleet into a clump at the end of your grav well before giving the order to jump. Methinks this would be effective if you like to have your force attack completely en masse, which I agree is the best strategy if logistically possible.
I'm having the same problem. I've had Sins v1.05 installed for some time before directly updating it. Had zero problems with Impusle: DL'd in around 5 minutes, uncompressed files, and said it was ready to run. Clicked the "run" button, the screen went dark like it was trying to start running the game, then it went back to he desktop with a Microsoft runtime error. I then completely uninstalled Sins and downloaded the most recent version (v. 1.09[b]) complete through Impulse. Thought ma
If I had ever been undecided about buying Sins, this video alone would have made the decision for me. ;) Keep of the awesome work. You apparently have a knack for this. =)