I see two questions. Deciding which city will contain population, and how to get food to those cities. Food: Right now, food uses the transport network which operates at 10%? (I think I saw that quoted somewhere). So currently, if you're building a population center, you really do want it to be the same city that is growing the food, so that you get your farm outputs at full efficiency. If we want to support
Sareln
Demiansky's post on hazard range reminded me that I have another UI suggestion. There is a minimum distance between cities. This distance is not yet set in stone, and may change based on playtesting as we try to eliminate city spam. I have no idea what this distance is. I also find myself wanting to send my sovereign to found a city multiple turns away. I'd like to be able to click "found city" an
Solid Idea. Here are some thoughts on it: I think it makes more sense to show hazards even if you haven't scouted the area - or would we like the hidden dangers of the map to reach out and 'thwack' the unsuspecting? This could go either way, but definitely something to think about. Hazard rating could have a malus rating for population growth for cities (check the hazard rating on the central tile?). This reflects people's unwillingness to move into
As I get more Elemental Hours under my belt, I become more inclined to agree with the OP: building housing isn't fun, and just pulls away from the parts of the game that are fun. Tasunke may be right, that after the functions and balance of buildings is fleshed out housing won't be such a drag; but right now there's definitely a problem.
Crash on the sovreign creation screen, messing around with equipment. debug.err dxdiag memorydump
As near as I can tell, you can only 'upgrade' a pre-order at the link that Cauldyth gave (thanks, btw). [quote who="Cauldyth" reply="91" id="2560776"]https://www.elementalgame.com/purchase [/quote] As I could not find it in the store inside of impulse, which seems strange. If you're reading this on the elemental forums you can click the "pre-order" button (same location). If you're reading this through frogboy's blog, then you should hit the link (
How/Where. When I go to the store in impulse I only see the $70 version?
Alternatively, you commission your art-department to make a sweet movie showing how the artifact gives you dominion over all life and death as you ascend to true godhood... or as the mysteries of the universe open up to you and your enemies become but mere motes of distraction as you achieve enlightenment. Better yet, make two movies. I'm not sure which is easier/more effective.
I get the wanting to stop and smell the roses. In my opinion, that's a good thing for reasons you gave: it gives the game depth, immersion and enhances the play experience -- sometimes. If you've played the Tropico line of games, the almanac gave a similar experience. Vast minutia was available in the almanac, but there were only a few pages that were actually critical to good play. My impression then, is that we want to keep such things around, but we don't want to
I think CIV did well with the movement of pieces. You cycled through each piece to move in turn, and skipped over pieces that were either busy (workers / multi-turn movement) or had been taken off the list of units (fortified). This system does break down in the later stages of the game, when the player needs to juggle many units as they are built, but is handled well enough. With the stack movement functionality (Ctrl-click for all units of the same type in a sta
Unlike the previous two posts, this one won't focus on a concrete issue. Rather, it will be more about the how and why of UI design, at least in how I've thought about it. So, the user interface - how the user interacts with the program. Who is the user? Well, us. For games, what is most important about the UI? Often, two ideas are put forward: Immersion Click Economy What are these? <p style="p
Tasunke: Yeah, Continue would keep you on the Civilization Track with a chance for refined farming predicted for the next breakthrough. Vandenburg makes a good point, I think it would be a positive change if we could figure out how to reduce the number of popups per tech discovery. (Right now the flow is --> Breakthrough [Choose Tech] --> Turn Report --> Tech Popup [Stay on Path or Switch]). At the very least, having one follow the other (rather than being interrupted b
Whenever I finish researching a tech, I get a popup with two options: Continue / New Goal. However, I noticed that the vast majority of the time, I wanted to know what techs would be available at the next level. So I found myself constantly clicking new-goal, looking at the
Because forests are harvestable with lumbermills, I was just treating the forest as potential resources in my thinking.
A problem of intuitiveness. Looking at the above picture, I feel that the town should be able to build resource gathering structures on any of the 8 adjacent large tiles. However, the 4 corner tiles (1 3 7 9 if we view the 9 large tiles laid out as a numpad) are n
MemoryDump
Debug.err DxDiag I'll attach a link to the memory dump after I get it setup.
I'll be applying the "if you see a good idea, see if you can make it work for you" principle here. In this case, This idea is very similar to what Zechnophobe described earlier. My housemate plays Heroes of Newarth (HoN), and they seem to have developed a semi-decent automatic team balancer which people trust enough to use. I'm going to describe it briefly, list out the (IMHO) important ideas, and then talk about how we can apply some of these ideas to Demigod. <span s
I just finished reading the report and am impressed by Frogboy's rather frank view of the slice of the world he and Stardock inhabits. I find it quite refreshing to read a no-nonsense report, given my normal daily diet of media fluff.
I was particularly pleased with how Empire: Total War, handled provincial economics, as a closed loop system with some knowledge hidden from the player. ( Reference ) Having played some Empire with the latest patch, I think the system is working as intended. It enables the player to stay focused on battles and warfare while keeping to a few basic economic rules to govern most of their "domestic" actions.</
With Instant-Resolve and Auto-Resolve, it would be nice if you could have "standing orders" or some sort of sanctioned tactics for your armies (military manual of some sort) where the player can set a couple of scripts as to how aggressive on the attack etc. and can see these play out in auto-resolve. That way, a good instant-resolve doesn't make the player a godly general, but instead can be a reflection of the choice of tactics and troops. Some way to ro
I'm running Windows 7 Professional with a Geforce 8800 GTS (OLD!), running the game windowed. Also, good gracious that took alot of tries to get right, well, I won't be forgetting *that* (how to use image attatchment here). <img style="border: 0; vertical-align: middle;" src="http://content.screencast.com/users/Sareln/folders/Default/media/67b7
[quote who="Frogboy" reply="10" id="2415507"]Here's the 2008 customer report: https://www.stardock.com/media/stardockcustomerreport-2008.pdf[/quote] Yeah, I hopped onto Bing and grabbed it when you mentioned it. It was a very interesting read, at least for me! :D My question though, was when to expect the 2009 Edition of the report, Christmas-time? Or more like within the week (since last year's dropped 10/20)?
[quote]The upcoming Stardock Customer Report 2009 is going to go into this a lot more because it's significant (and newsworthy) data about strategy games online in terms of *retail* games.[/quote] Hey Frogboy, when will the 09' customer report drop? I didn't realize Stardock put one together -- I guess you learn something new everyday.
Looking at the store today, I think it would also be a good idea to make explicit the 0 star setup as being "unrated", and put in some threshold number of ratings for the customer rating to be displayed. An explicit "unrated" status helps new launches avoid getting egg on their faces for not being rated yet (since right now, unrated looks a heckuva alot like 0/5 stars). The display threshold would help obviate the problem of a display rating being based on on