LightofAbraxas

LightofAbraxas

Joined Member # 3084921
7 Posts 183 Replies 15,587 Reputation

From my (very!) limited understanding of the game industry, I have to say that I think that the release of 1.1 isn't as do-or-die as some people are making it out to be. Yes, it is very important that Stardock demonstrates their committment to making this game great. The release wasn't ideal, I understand, and it's very important that the market realizes that this game is much improved. But. This game will be re-reviewed with the release of the expansions.</strong

143 Replies 246,838 Views

[quote who="AlLanMandragoran" reply="6" id="2842243"] What if the amount of tiles under one's control added a boost to mana generation? I mean, if magic comes from the land then one could infer that the more land under one's control should add more power. This wouldn't change the mechanics of how shards and buildings affect mana generation but maybe for every 50 or 100 tiles under one's control there is +1 mana generation. [/quote] Good post, but I can't say I agree with

25 Replies 25,412 Views

I agree with the OP wholeheartedly. I know that even the developers (or Frogboy, anyway, according to a previous post) consider this to be an issue. Just a few thoughts: 1) I think that the way resource production is set up is a fundamental, but not fatal, shortcoming of the game design. Due to the lore and the game engine, there is no easy fix. The Civ system springs to mind as an elegant system that works well, but it's just not consistent with either the lore or easily impleme

25 Replies 25,412 Views

[quote who="Javaslinger" reply="12" id="2841763"] Quoting Heavenfall, reply 7 Following this thread. Why do people write this? Who cares?!? [/quote] It makes it accessible through the My Posts tab without scanning the forums to find it. Incidentally, I am also following this post.

47 Replies 128,077 Views

1) The art is fantastic. 2) I'm working on an alternate (and expanded!) magic system. What is your stance on using a piece of game art as a logo for the mod? 3) I burnt my blueberry pancakes this morning. I'm really bummed about that. 4) Have you heard of the Prisoner's Dilemma? The decision to cooperate rather than defect after the initial release of this game is why I love Stardock. (Yes, this is an inexact interpretation when you consider ongoing sales increases.)</

52 Replies 99,972 Views

No, don't get me wrong, like I said, I think it's intriguing. And I'm all about trade-offs. I'm more keen on it when you phrased it this way: [quote who="rwemack" reply="2" id="2841220"] You could either max out your enchant slots, but not cast many spells (since recovery would be slow or nil). -- or --

16 Replies 5,818 Views

At first, I hated this idea. Then I loved it. Now I'm lukewarm. On the upside, it creates more building opportunities and an additional use for population. On the downside, once you hit storage capacity, you can enchant until your maintanence equals your production for "free" until you dip into your stores. I'm sure there are other positive and negative aspects to a mechanic like this that don't immediately com

16 Replies 5,818 Views

[quote who="Werewindlefr" reply="3" id="2840039"] That wouldn't solve the other problem: there's nothing to build for most of the game but libraries, a few workshop and labs. We need at least 2 or 3 more small buildings of the sort, and a few more non-spammable at city level 2-3-4. [/quote] True dat. Problem is, I'm not really sure what other buildings would have to do.

10 Replies 10,666 Views

Great post! I agree with everything here. Just to add a little something to one of your points. [quote quoting="post"] -City building: The "population as a resource" thing is still almost unused. It's there, but mechanically, it only does something in the 10 first turns of the game. Then, you forget about it. What could you use it for? [/quote] I wonder if maybe only a certain proportion of your population should be considered as s

10 Replies 10,666 Views

Sorry, I wasn't trying to be nit-picky, but just wanted to remind everyone that we are getting more updates in addition to the expansions. [e digicons]:blush:[/e]

79 Replies 188,026 Views

[quote who="econundrum1" reply="50" id="2838857"] Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2? As someone has said if they where in position at the start of the game how do you stop people building other things on them. And from a player

102 Replies 39,588 Views

[quote who="Wintersong" reply="46" id="2838720"] In the real world we keep discovering new "sources" of resources we already knew about. Why cannot be the same for Elemental where explorers (invisible, abstracted little guys that roam the world without us noticing) can find new places where that resource can also be exploited? "See this map sir! In this place we had previously visited, this time we explored a cave system that was there and found a gold deposit that we could use!"<br /

102 Replies 39,588 Views

Yeah, I'm talking about Case 2 here. It's just personal preference, I understand that there's a case to be made for either that or the way it is now. It's harder for me to see what the arguement for Case 1 would be. Edit: By "the way it is now," I mean the 12 tile spawn, not 20 tile spawn.

102 Replies 39,588 Views

Yeah, agreed. That's the point. If revealing depends on a certain tech, it's not like they'd be able to use it, or even that it would be "your" resource, really.

102 Replies 39,588 Views

[quote who="Werewindlefr" reply="37" id="2838609"]Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2? [/quote] I'm a big fan of this, as well. With revealed resources, the value of territory changes dynamically, creating the opportunity for inter

102 Replies 39,588 Views

[quote who="Istari" reply="41" id="2838133"] Quoting Trojasmic, reply 25 Somebody remind me... what comes first? 1.2? or the Expansion? 1.2X is the first expansion. 1.3X is the second expansion. [/quote] Incorrect. The 1.x update line is independent of the expansions.

79 Replies 188,026 Views

[quote who="Blaze of Glory" reply="6" id="2837701"] I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in massive wars, shifting alliances and interesting gaming. [/quote] I like these two ideas, as well.

79 Replies 188,026 Views

[quote quoting="post"] I am hoping to really get going on the diplomatic AI over the Christmas “break”. If there are any diplomatic features you guys would like, feel free to chime in. [/quote] One word: personality. Now that the AI can hold its own, I'd like to see the different leaders tending to act in different ways. I thought that this was implemented very well in GC2:ToA. I don't think the amount of character that this adds to the

79 Replies 188,026 Views

[quote who="seanw3" reply="10" id="2837565"]But could the AI use such a complicated system? [/quote] Sean is right, I believe. From what I've seen of FB's coding journals, each spell (and thus each special ability) has a dedicated piece of AI code associated with it. There are no general tags that modders can access, so I'd be very surprised if the AI could make effective use of new special abilities until we get access to the AI xml files. Having said that, I'd be thrill

14 Replies 9,948 Views