vieuxchat

vieuxchat

Joined Member # 2542912
0 Posts 345 Replies 16,566 Reputation

More realistic yes. Unfun, too. You got the resource for 50 turns, lose it and then you can't build a unit you've cranking for 50 turns ? Noone got the idea to make some breeders or else ? That is unfun, truly unfun. And even more unrealistic. Iron mine should give a huge value, and there should always be some ways to get at least a minimum in the wilderness.

191 Replies 607,941 Views

[quote who="Frogboy" reply="42" id="2578170"]Re: Unit construction. Metal being a global resource, players decide how much metal they want their units to use when they design them. When they go to train one, it consumes the metal when it's built. Metal is infinitely stored globally. I don't know how many other history buffs there are here but those that are know what I mean when I say that metal is a big deal. When you see an enemy unit with plate armor showi

191 Replies 607,941 Views

To get appartment, you need a tech in civilization (don't remember the name). And I'm not sure the apartments are shown on the list iof available buildings in the tech (but you still get the buildings to build) To get enough food you need one or two cities devoted to it. Find good places, build roads and a lot of advanced farming.

12 Replies 9,708 Views

It would be easy to AI if you set the damage with some "stance". You need slaves ? Use blunt damage. You need kills ? Use slash and piercing (piercing being the most effective way to kill someone).

42 Replies 22,064 Views

[quote who="Raven X" reply="79" id="2576713"] @Frogboy: Thank you for the reply, Brad. That does clear some things up for some people I'm sure. A question if I may. Is there any word on the changes to how capturing resources will work? I.E. Being able to grab a resource that's close to a city but not adjacent. Scott mentioned it a little while ago in one of his posts. Will that be in beta 1z?[/quote] Isn't already working like that ? I can tap resources that are in the city zone of in

93 Replies 15,609 Views

[quote who="Cikomyr" reply="17" id="2574121"] Having a rock paper scissor susyem would be a bad choice. I mean, not really bad, but too easy, too cheesy. I would like instead of hard/soft counters to get tactics counters : fatigue, terrain and morale. Pikemen would be good because hey get a bonus in attack as high as the number of squares needed to reach the pikemen (fast = damage), but in close combat they would get a speed penalty. Instead of just "pike good vs cavalry", the pikmen wou

42 Replies 22,064 Views

[quote who="Campaigner" reply="1" id="2574024"]that would benefit bigger armies and I for one want to get rid of that. It's much more exciting to have many bands of small units. In RTS terms, your suggestion would end up in one big battle but mine would have many small skirmishes.[/quote] I want to have the choice. The battle system shoud let you decide what you need : a small raider force ? Or a huge army to crush enemies ? Or an army to take cities and hold them ? Or berserk units t

5 Replies 5,769 Views

[quote who="Denryu" reply="21" id="2574341"]Sorry, I was not intending to go lawyer on you. I just wanted to know if you had any guidelines. Based on the poll I did, I would guess that most people feel that the gameply is 1/3 of the way there. Is the game 1/3 complete with the gameplay where it is and no real graphics to speak of? No. But we will see what 1Z brings. I would say that if it as big of a step forward as you hint at, I will be voting yes.[/quote] I think the gam

93 Replies 15,609 Views

[quote who="Cauldyth" reply="9" id="2573897"]I would also like to see some differentiation along these lines. I don't want the situation where you're screwed if you built the wrong kind of unit, but I do want to see the game encourage combined arms. The game should encourage well balanced armies - a core of infantry, cavalry for rapid response and charges, pikemen to protect against enemy cavalry, archers in the rear, skirmishers for harassment, etc. That's only possible if

42 Replies 22,064 Views

[quote who="onomastikon" reply="13" id="2573941"] Quoting louist, reply 12 A Civ 4 mod had a fun little option in it that cuased the game to play out like this: At some defined point (number of turns) the game would start checking scores, and if the player was leading the next highest civ by 30% or more, the player would switch control to the lowest ranked civ, and his former civ would go to the AI. The game would now wait for the player to take this new race up to the top of the la

35 Replies 44,265 Views

[quote who="Luckmann" reply="6" id="2573986"] Quoting vieuxchat, reply 1Brad already stated that taking the "egalitarian" trait (which let you you train men and women) will b e at the cost of a lower birth rate.Oooh, neat. Source? I'm not as attentive as I used to be.[/quote] I don't remember where I read it. It was about traits chosen at start. The message of Brad is lost in the middle of a discussion.

8 Replies 7,593 Views

[quote who="Scoutdog" reply="2" id="2573858"]Does that mean approximately double recruitment or something? 'cause it seems useless otherwise.......[/quote] Without egalitarian, your recruitment power is half your pop. With it you can hire as many as you want.

8 Replies 7,593 Views

[quote who="Tormy-" reply="2" id="2573799"]Well, we gonna have elemental/magical dmg types [fire, ice etc.] and resistances as well. We had a long discussion about this a while ago btw, because many ppl were worried of the simplistic [civ4 style] system. So basically you will be able to mod in swords which will do ice dmg for example. You can mod in armors, which will offer ice resistance. etc. Hell, I think that we will be able to mod in new dmg types or resistances as w

42 Replies 22,064 Views

@outlaw : at start the game is challenging because there's great threats. In mid and late game those threats didn't scale. And as you're more powerfull those threats seem less powerfull. So the game need something that would scale up with time. The armageddon counter in Fall From Heaven 2 is a great idea. You don't become powerfull because you want to win, but because you absolutly need it in order to not lose.

35 Replies 44,265 Views

[quote who="keithburgun" reply="170" id="2572764"]Guys, please, please don't call the currency something stupid. If you think it makes your game "more creative" to call it Deubeldorks or Froinks, you're just wrong. CALL IT GOLD, or coins, or friggin'... GOLD! Call it something people normally refer to as a resource. WHY make us memorize 200 different words for the same thing, GOLD. Thank you.[/quote] Don't forget th

232 Replies 348,404 Views

[quote who="IgorM" reply="5" id="2572814"] Quoting Eidolon94, reply 1I will never get why people seem to be unable to read video descriptions on YouTube. 'This is footage from an early beta of Elemental. At this point, the pretty 3D graphics are disabled,...' Oh, my mistake then, although I don't get that "cloth map" thing. It seemed bizarre why would anyone disable all of the visuals or why would that option even exist to

11 Replies 8,002 Views

Good post ! Suggestion 1 : Player customizable VC. That would be a blast IF the game allow it in an easy way. And creating a new script is not an easy way (well it is, but not enough) Suggestion 2 : A scaled AI, brilliant idea. In conjonction with the suggestion 5 (bastard AI) that would be interesting : maybe treaties would be harder to get in the late game. Wars should hav

35 Replies 44,265 Views

[quote who="Tridus" reply="156" id="2572379"] Quoting the Gorgon, reply 152Post Cataclysm I think its best to stick with plain "Gold". It's also easy for anyone to understand and doesn't draw attention to itself. A named currency like Rigma or Gildar would fit better in a campaign with existing civs - not in Elemental. Just my two copper coins. Brad had this to say about that in an interview: "It’s amazing how many things in game they&rsq

232 Replies 348,404 Views