Biggest problem with modding for SC2 is distribution over Bnet 2.0 because of the popularity system. Why go to all the trouble of creating a wonderful piece of work if almost no one will download or play it?
RogueCaptain
[quote who="4Nana" reply="45" id="2797102"]Funny how you say that zerg are broken, yet a zerg just won the huge GSL tournament in South Korea (winning $87,000), not to mention he had solid late game strategy against terran, who was his opponent for the finals. [/quote] Reread my post. The complaints listed go way beyond balance. I capitalized the word unfun for emphasis as fun trumps all in a game.
Well I'm disappointed. [e digicons]XO[/e] Not one professional review mentioned the broken state of zerg for MP. After all that beta there should be no excuse. Ticks me off to see them be so critical with some games and then completely overlook something as terrible as this. The tedious macro mechanics (spawn tumor every 15 secs, never mind the larva), almost no unit synergy, lack of clear late game strategy against terran, high apm r
I've never heard of a concept like this in a TBS 4x game before. The more area of control, creates an equally proportional AOE penalty. Definitely an original idea worth exploring.
More improved tutorials always help.
Kael attempted to fix the stack of doom problem to the best of his ability. Horse mounts moved 3 squares, defensive fire was implemented for weaker archers, magic was most effective against stacks, and units are less hard counter oriented but require specific buildings. As for Kael working on the story, EWoM and FFH are two very different games because one lego designs units and the other has only presets to choose from. There are complications between the t
Shouldn't cavalry require almost double the metal because the horse will get it's share of armor too? Definitely a thought provoker when making those evil munchkin army units. Here's my shameless link for a gameplay change to improve the combat AI without actually altering the AI or cheating. Hopefully will help the comp retake those cities. https://forums.elementalgame.com/397290/page/1/
Maybe it would be better off not as a selectable trait but automatically available to every sovereign. Could really help the combat AI.
There are plenty of Espionage/spy/intel threads in the Elemental IDEA section already, hell, I've started some myself. Civ 4's combat didn't need Espionage until the final expansion (BTS) came out and that was geared toward providing the player with more *stuff* to do late mid through late game. Our goal should be to design the game so an espionage crutch isn't absolutely necessary.
[quote who="Frogboy" reply="41" id="2782949"] For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything). This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. This encourages fewer ci
I'm just speechless. I mean, who could have seen that coming?
Merchants increase the food supply through improved distribution. The same would apply for any other physical resource. At one time humanity was a species of hunter gatherers then became producers and now we are consumers. He turns producers into big fat lazy modern consumers. Oh the humanity.
Objective: To have warmonger players make some hard choices during conquest by adding a new feature for conquered cities but only if a particular trait was selected on game creation. Proposal: Add a new sovereign trait or kingdom/empire trait that will give conquered cities vision and intelligence to the originally conquered founder and owner. Some citizens will remain loyal to the first master and supply the sovereign with information. The warmonge
Stardock did that in Galciv2 in the form of space stations built over resource enhancement nodes. Tech allowed the ability for upgrades but would cost additional cash and production. The production cost could get annoying to painful late game. The more upgrade tech researched, the greater the hassle. At times, cranking out 10 constructors to fill one station only to have it destroyed in 1 big attack really gets under the skin. It wouldn't be so bad once in a while but
[quote who="MOIISKA" reply="115" id="2773944"] Quoting RogueCaptain, reply 105Nothing beats the old school computer game tbs combat like Pools of Radiance. I always preferred Pools of Darkness myself as having higher levels gave more abilities to play around with.OMG... flashback. Awesome games.[/quote] Indeed. I was playing a series of old schools and thinking to myself: "Now why couldn't Elemental's combat be as fun as this?" Definitely gotta mod t
We might still be able to balance Organized. How about finding a special in game unit to acquire that has the organized trait? They'd have to be hard to get like the dragon.
Nothing beats the old school computer game tbs combat like Pools of Radiance. I always preferred Pools of Darkness myself as having higher levels gave more abilities to play around with.
Uh guys, epic battles sound great and all but are you sure you want to micro manage so many in a TBS fashion? Just how long do you want combat to last?
[quote quoting="post"] Objective: To make elemental more exciting by adding one new adjustment to diplomacy relation options during peacetime. Reason: Relations between nations in most 4x games basically boils down to big surges of war and peace, but what if we had something in between during peacetime to make the game more exciting? Micro conflicts between states within set restrictions will reduce early and late game tedium. As a side effect it will also ad
Civ 5 combat reminds me of advance wars. No need or desire yet I'm probably going to buy it anyway when Civ5 bts comes out.
I wish my country's leaders would take the same level of responsibility like the OP. [e digicons]>:([/e] Regardless, it's very refreshing to see someone upstairs taking full responsibility for a change. Why? Because nobody does. Thank you for posting this clarification Frogboy.
But there needs to be a major incentive for keeping your original sovereign over the replacement. Like the first is the only immortal or potentially most powerful in the long run.
Right now if the sovereign bites the big one then it's gg. The eligible heir should take the throne and succeed him. Of course none of the heirs would be timeless and must be eventually replaced so the player still has a very good reason to go the extra mile when defending the sovereign. It works on paper anyway.
Are you a smoker? Seriously, the tar byproduct will leave a filthy residue due to the heat generated by electronics that can destroy your machine.
How did 1UP play multiplayer when it isn't even ENABLED! The screen shots are all taken from this website. Umm, is there a pirated version that has multiplayer LAN or something? The facts don't add up.