[quote who="Climber" reply="25" id="2636988"]I like Sareln's suggestion very much. It provide one new important feature that is missing so far, i.e. how you build your research building affects the how fast a specific area of research can be advanced. In current beta, there is no such sophistication; you pick your next area of research (mostly) according to your current need. Using Sareln's system, it allows your empire/kingdom specialize in a specific area
Sareln
Med. II was a solid enhancement over their original visit, so I'm hopeful for this one. Empire was definitely a lemon, and I took a pass on Napoleon. We'll see how it goes, but I hope they're not counting on a preorder! [e digicons]O:)[/e]
*finishes a game of CIV IV* *plays his turn for a FfH PBEM - damn Stasis* Nothing wrong with being stuck on CIV IV from this one, that's good stuff there [e digicons]O:)[/e] . [Quote] I was disagreeing with your system because of the flaws like opportunities for abuse and it could alienate traditional 4X tbs fans. Another problem is kingdom versus empire not using a top down pyramid method for administration of research. Your system
[quote]War Academy increases research on War techs by 30% etc. I like this idea. Easy to understand, doesn't require a separate point system, etc. IMO the entire city/tech system is currently deeply broken and will eventually be reworked, so a lot of our assumptions about how it "has" to work may prove to be false. RE: realism in tech If it were realistic, we wouldn't have tech trees. In order to access higher levels of technology, the game would be about buil
[quote who="pigeonpigeon" reply="14" id="2635393"] But then, would specialized RPs build up even if you aren't researching that line? If I have 10 General RPs, 3 warefare RPs, 4 Magic RPs, and 1 Adventuring RP, what happens if I'm researching warfare? Do I produce 13 RPs in warfare, 4 in magic, and 1 in adventuring? Or do I just produce 13 in warfare? Both would allow specialization, but I'm not sure which I prefer. The second scenario is a little clea
[quote who="RogueCaptain" reply="12" id="2635213"]I respectfully disagree but can offer an alternative to satisfy both arguments. To avoid over complication, why not give a basic research bonus for specific tech categories instead? This way you retain all the benefits of the original system and avoid any research railroading plus retraining the average tbs player. For example if I am researching the espionage tech then I can receive x points from research buildings
[quote]Wow Sareln, Nice thought into that. Great expansion on the original idea. My only disagreement would be the base research points. The system I proposed tends to mean that all RP's need to be specialized. But beyond that that is definitely a logical step in the right direction.[/quote] Yeah, I'm not actually that keen on completely specialized research. Here's the main issue for me: How does the player know he needs to focus? Or Specialize? Why shoul
Similar Concept, Different Execution: Each Tech Category has Research Buildings Research Buildings Generate General and Typed RPs ... and use the same Building slot Pool Example: Imagine two buildings, which sit at the same tier in the War & Civics field: the war academy and the civil service academy:
[quote who="onomastikon" reply="27" id="2634762"]I belong to the small minority of beta testers who are functional computer illiterates; looking at that screenshot makes me nervous, and the idea of having to alter it scares me. I really wish I did not have to mod if there were a possibility of having as many "tweaks" to the various aspects of the game be done on various drag-down menus from "game options / setup" screens. Would making those (a slew of setup screens) cost a lot of time
Looking at the XML file, would it be possible to break that "ratio of intelligent decisions" out into: ratio of intelligent decisions on tech choices ratio of intelligent decisions on diplomacy etc. to expose more to the player? Or is it really hard to class AI decisionmaking this way?
[quote who="Doopliss" reply="30" id="2622104"] Quoting strager, reply 16It's not that we hate steam per-say, but we hate being FORCED to have it installed, and not able to play without it, or a connection to the net. This means that if while playing a single player game, your connection fails, you can't continue playing until the connection comes back. Same thing if their servers are down- you can't play.Wait, I'm confused. I know Steam has an offline mode; I use it quite a bit.&nb
Dale_, since you did some work on CIV IV, do you know the technical reason why loading a MOD required a game reboot, and how that same technical reason could be avoided in Elemental to create the mod-browser you're talking about?
[quote who="Nesrie" reply="26" id="2621913"] Quoting lbgsloan, reply 25Wait, serious question: how would you play this on a mac? I'm pretty sure the game (and most games really) requires more than one mouse button. I would assume if they port a game to MAC, they would do what most other companies do, change the controls, otherwise all PC gamers would have to use controllers, and we certainly don't.[/quote] You can also get at 2-button mouse for your mac w/out too
Nice. Even very basic mods shine when they've got good graphicsl changes to go with them. Will it be possible to get cloth-map level spells?
There is no simulator that I know of like that. See if there's a Games Workshop store near you and attend some of their events, or just hang out around the store. Hobbiests love to show off their armies, talk about the army books and balance etc. You'll meet some cool people, the store staff is basically there to be friendly, and they'll let you page through the codecies. GW stores basically try to have things going every week, so it should be easy to see the various
@jam3, I think that most folk would want to avoid getting the anti-trust stage of things, and want to make sure that no-one ever gets it into their head that constant-internet-check is an acceptable form of DRM (Hi Ubisoft!). I use both platforms and am generally happy with both. However I think that, if anything, Facebook has demonstrated how quickly a company which is generally trusted can spin around and bite you in the rear unless it is actively and voca
Sounds good, might need to bounce around balancing that 100 mat number but that's to be expected. Additionally, I think it'd be cool if revitalized land spread based on the terrain (eg. faster along rivers, slower in the hills etc). I don't know if that's the case currently or not. For overall essence, is there any planned way of acquiring it other than through sovereign levels? It might be interesting if there were special sites which generated essence over time (very slo
[quote]This probably would have been better in the Suggestions forum, but nonetheless, I like the idea, so things I'd like to see:[/quote] Yeah, I wasn't paying attention to which forum I was in at the time of hitting the make new post button (I often have different parts of the forum open in multiple tabs). If a mod moves it, that would be awesome. When I did the original post I was thinking more in terms of statistics that at a quick glance can tell me i
Since we're barreling ever faster towards enabling multiplayer, what do you want to know about your opponents before you commit to a game? In RTS & FPS games, it seems that folk most want to see ping and some sort of ranking number (often ELO). For a TBS like Elemental, what numbers do you want to see? Just brainstorming, here are some things that I thought of: Generic: Percentage of games played t
[quote who="GW Swicord" reply="14" id="2602722"] And I've been advocating this attitude for quite a while. I'm not clinging to hope, but it would be very nice to see as little modern/tech/gamespeak language in the UI as possible.[/quote] Elaborate on this GW Swicord please? I'm not quite sure what you're getting at, toss me some hypotheticals.
Magicke, currently you can find spears and such out of huts, so the next time you find one, equip it and see if it replaces the sword on the sovreign (w/ a sword-wielding sovreign naturally). I wasn't looking at the mini the last time I found a spear, sadly, so I don't have a definitive answer for you.
A tutorial can be phrased as an internal dialog of the sovereign, if you're worried about breaking immersion. I'm fairly confident that there are some fun conceits to play with in that regard. A tutorial also gives firmer control over the player's initial experience with the game, which can be helpful. I would like a tutorial. Also, when faced with loading screens, a pool of one-line "tips and tricks" is pretty standard now-a-days and I think they're a good
If Elemental is in full-screen mode, dual monitor setups will CTD without ever showing the game. Works fine if only one display is being used by the OS. In windowed mode, naturally, the game is fine with dual monitor setups.
Another note, do we want recruitment to only happen when the Sovereign is present? Or from anywhere on the map. I don't view this as being a right || wrong choice, just one that needs to be made.
[quote who="vieuxchat" reply="1" id="2569855"]The only current problem I see is that two cities youbuilt too close to each other will overlap their available tiles for buildings. And as the resources are reserved as soon as they get on a city influence, you won't be able to choose which city can build a mine if you build the two cities too close to the mine.[/quote] I think that the minimum distance between cities rule which is already in place will help deal with the first issue (ove