Food is needed to level up your cities. It's the housing that limits hte number of citizens you can have Food HAS a location : you can see the stock in each city. Gold is universal resource.
vieuxchat
I got this one when I had to save after 30 minutes of play ! :D (yeah, you read it well, no crash in 30 minutes ... When i had one every 2 or 3 minutes)
I deleted my old saves in game. Then when I want to save a new game the "save" button is greyed.
About experience : add things like stamina and morale. Then an experienced warrior won't lost morale as easily as an inexperienced one. Same thing for stamina. For instance an experienced warrior can redirect damage done to the stamina instead of the health, making them more able to survive in combat. In martial art, the first thing you need to learn is how to survive a battle, how to avoid things. One more thing : experienced warriors could get better results for damage in th
Start from the evade system : instead of dieing if you lose the dice roll, you esacape but severly damaged. It would depend on the roll. Anyway, crushing other armies won't be the only way to achieve victory, but how could a smaller empire compete with someone that is steamrolling everyone ?
I just hope we'll have the european release through impulse.
Templates are a must ... Instead of putting each citizen in their working area one by one, you just create a template that says something like "half the manpower in the farm and the rest evenly distributed". You get things done in one click instead of 20 clicks if you have 20 manpower ....
Morale should let our units do the following : - going berserk - fleeing - being shaken but still fighting - acts of valor - flee in good order - try heroic actions the most important thing about morale is that is contagious. When you're fighting with comrades whose faith in their sword is high, you won't be easily afraid. Anyway, I hope we'll be able to mod combat rules. But I'm afraid that if modde
[quote who="Frogboy" reply="72" id="2410627"]I still think I'm failing to communicate. The problem with the internal beta is that you don't know what the economic system is. It simply says "takes 8 turns to build". That's it. Players need to know how the economy works in order to effectively debate changes to it. [/quote] So, let's get back on the debate you asked for : what should we see about the underlying system. I think that too much
But why not change the info card behavior, so that it stays on the screen when ou "select" something ?
That's clearer :) Thanks. Can't wait to try to mod the game [e digicons]:blush:[/e]
I like the latin touch of Lexicum Elementum or Elemental compendium. Tome of knowledge is too general. Elementapedia or Elementalpedia is just too civ4-ish. It should have a name that would create an "Elemental-touch".
[e digicons]k1[/e] That should be in.
[quote who="Frogboy" reply="53" id="2409788"]The entire point for delaying the economy beta was so that the user interface of the game could be updated so that people could see how the economy works and debate THAT. [/quote] What kind of debate ? Who could argue that economical info shouldn't be on the info card O_o ? Or did I misread something ? Anyway, streamlining economic info is just vital in a game with such a vast scale.
The extra turns are just here to say your labor needs to get the needed resources. But ... some resources should be on the can/cannot side. Like extremely rare materials (think mithirl). Anyway, I've always thought that gameplay should be winning over enforced reality. The micro to do trade would be a nightmare in the end turns. A simple solution is usually a good one.
Yep, we have, more or less, found the big bugs ... now we're waiting for mooooaaaarr !!! Keep up the good work !
KeithLamoth is right. When building the road from Tisuhisu to Voxif, each square of road automatically connects with close square of roads.
Done. And I'd like to say that there is toooooooooo few stats for units. Just puny HP, attack, defense, speed ?
[quote who="Scoutdog" reply="23" id="2405062"] But when you have researched the mithirl ? When you have reach the "end" of the tech, you can still continue to research.The problem with this system is this: You would need an infinite amount of "new stuff". Fine. But all of that new stuff needs to be created before hand (i.e. you can't auto-generate more whenever you run out). Since the stuff requirement is infinite, that also means creation time is infinite. Since players and
[quote who="brjoha" reply="24" id="2405101"] new to the whole modding scene The technology example given at the start of the thread appears to just be a simple migration of the technology configuration from compile-time (hard-coded data structures) to run-time (config read into data structures). Is this considered modding because one can edit the technology parameters/attributes at any time? I had been under the impression that modding
[quote who="Tasunke" reply="3" id="2398992"]To be clear, is essense like mana? so to build a new city is almost the equivalent of casting a major spell? Might it be a good strategy to attack some-one's caster right after they build a new city?[/quote] It's more than that : the max mana you can have in each mana type is capped by the essence value. If you have 5 essence points remaining, then you have only 5 mana max in earth, water, wind and fire.
[quote who="Tormy-" reply="13" id="2404727"] Quoting onomastikon, reply 12Oh no. Ideally, which sadly will not happen in Elemental, additional research should unlock new "cool things", as Brad said. Too bad! I agree....but wait, it should be possible to mod that in, correct? Example: Mining = Unlocks stone deposits on the map Advanced Mining = Unlocks iron deposits on the map & +10% mining efficiency Adv. Mining II. = Unlocks mith
Well, I should just verify it .. because I never saw something doesn't mean it doesn't exist [e digicons]:blush:[/e]
So instead of asking what we will be able to mod .. What won't we be able to mod ? (The list should be shorter [e digicons]:D[/e] )
[quote who="austinvn" reply="14" id="2403896"] quoting post Now, the question rises, what should be in the game by default in terms of “stuff”? It’s always a challenging question to answer. For instance, having spent years playing games from Dominions to MOM to Civilization and HOMM and so on, each game has its own take on how much “stuff” the user needs to deal with. I’m of the opinion that I’d like to see quite a bit of