Right now it looks like each raw point of production gives both 1 point of social and 1 point of shipyard. So building for social production is for cutting down time-to-build-out and maybe for pure research/commerce planets? But you'll still want a shipyard for the dribble of base-ship-production?
Sareln
Awesome, I'll try this out when I get home tonight then.
No, I don't tend to upgrade outposts. I have trouble finding enough space in my build queues as is. Outposts almost always just grab resources (which then create draw on the build queues as well) and maybe generate LOS between cities for the active-defense units. I tend to play maybe half my games as Red if that helps.
Awesome to hear, keep up the good work!
[quote who="enoeraew37" reply="82" id="3317436"]Is this the new game Shaffer is hyping on his blog or that something total diff ? [/quote] Based on his Twitter, my guess would be it's something else.
Nice. LH definitely seems to have the objects pop more.
Sounds solid. I look forward to hearing more about this as time goes on. EDIT: Can we get more terrain screenshots? It'd be cool to see before/afters as well.
Sounds cool. Looking forward to the beta!
Quite the endorsement. I went ahead and chipped in. Good luck to them!
[quote who="simon_doe" reply="30" id="3269241"]Simple solution: Governor traits affect the nearest city instead of only a city the governor is stationed in.[/quote] Perhaps assign heroes to cities, perhaps to reassign the hero has to be in the city itself to cut down the temptation of swapping governors around based on builds.
If you could add it to your general polish to-do list, that would be awesome.
What's the expected lifetime of the array & maint. costs?
Could we get a change-log to salivate over? [e digicons]O:)[/e]
Would be nice to access without having to enter a game first. Ideally somewhere on this menu:
[quote who="Frogboy" reply="1" id="3058863"]Most tiles have no yields.[/quote] Is there a way to get yields to stand out more, so that we can more easily see what areas can be settled?
Let the spam commence? Right now, when I train units in a city, the newly trained unit appears adjacent to the city which trained it. The newly trained unit is then promptly eaten by a wandering monster group, rather than joining up with the units already in the city :). Rally Point functionality where I can designate where my new units are placed next to the city, or even better, to set the new units as starting in the city, would be really helpful in a situation like thi
[quote who="Frogboy" reply="9" id="3053327"]We are very excited...and scared...to let people have it. On the one hand, the beta will be more polished than our usual release-level games. But on the other hand, we don't know if people will like it or not. [/quote] I will do my best to let you know.
[quote who="scifi1950" reply="7" id="3053289"]Here you go. It's at the bottom of Brad's post. https://forums.elementalgame.com/414567[/quote] Got it, thank you.
[quote who="Ausland" reply="5" id="3053213"]You only have to wait another week if you aren't part of the beta testers. I think we can manage Anyway, we can see how many people end up with cancer before it is our turn.[/quote] Could you throw me a link to the groupings and the beta-timeline post? I pre-ordered the E:WoM, so I think that would put me somewhere on the beta-map yes?
Yeah, take the time you need. I'd much rather you use the player base to see if the game can be fundamentally broken (degenerate strategies: I can beeline archers and then kill everything in tactical battle) rather than reporting what you already know (tooltips aren't working quite right, monsters sometimes spawn too close, etc.)
The pictures where the background is dynamic but the characters (people/pets/things we normally expect to be animate) static are the most visually disconcerting. But yes, they all look very cool.
[quote who="mastroego" reply="14" id="2963332"] This behaviour is a bit baffling to me, too. Despite all the announcements and public amends, Stardock still seems to be underestimating the challenge they're facing. I'd daresay they're showing again a lack of humility, and this is not a good sign. EWOM was beyond saving, as the apathetic response to all these updates prove. The forums are hardly even "populated" anymore. Starting almost from scr
[quote who="Frogboy" reply="98" id="2933407"] Quoting Pantasd, reply 96 Quoting Frogboy, reply 81Oh ok. Well, I'll just relax for the rest of May instead of monkeying with v1.3. i didnt say that its just better that 2-4ppl who are making 1.3 start working on FE It doesn't work that way. The full SDE Unit 1 studio is already on FE. Me and my mini group go into specific projects to solve problems not as full time dedicated supplemen
[quote]5. Autolayout- The tech tree draws itself and its lines automatically. This was needed because the tech tree will be different every time, so it must be able to lay itself out programmatically. The good news for modders is that they can add techs to their hearts content and they will be automatically added to the tree right where they belong.[/quote] Hey, that's really cool.
[quote who="jecjackal" reply="3" id="2929485"]Forgive me i'm naive on the "Gone Gold" term. Does this mean 1.2 is feature locked or its about to be released? (or something else?)[/quote] Traditionally "Gone Gold" meant that the product has been finalized and was ready to be sent to the factory for manufacture (Burning Disks, packaging etc.) I assume that Frogboy is talking about the equivalent state in this digital distribution era (put in the publishing pipeline).