LightofAbraxas

LightofAbraxas

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

I'm with tamides on this one. It's a personal preference, of course, but I know that for me anyway, conquering 40 AI cities after I've defeated the faction's main army is more work than fun. Also, like tamides said, I don't think it fits with the lore. And, to top it off... I ususally can't think of 40 good city names, haha. As for a reason for why it's bad to city spam, I don't think there is one in the sense you mean. There is no downside because you can found an outpost for n

145 Replies 85,929 Views

Alright, what I'd like to see is how to link a faction's current resource level, in this case diplomatic capital, to another game mechanic, such as influence, with some nonlinear function. It'd be a great way to illustrate how to implement a (somewhat) advanced operation in Python, and would be an interesting game mechanic (for at least one person!).

154 Replies 400,598 Views

I think I read in one of the stickied posts that it increases your interfaction relationships, but I haven't tested it enough to see for myself. I was thinking of some sort of nonlinear function providing diminishing returns and that caps out at about 4 tiles for ~2000 or so. Increasing the trade value and reducing the income from Scenic Views from (2 to 1 per turn) would help balance this out, I think.

6 Replies 3,562 Views

...or would be, if I could figure out how in the world to do it. Linking your current level of diplomatic capital to the mystery influence algorithm would make spending this resource a difficult choice, rather than having it be just another form of gold. So, accumulating (the now valuable) diplomatic capital would increase your area of influence, but could be spent (thus reducing AoI) to negotiate treaties, etc. So, my question for you is, does anyone know if it is possible to link a

6 Replies 3,562 Views

If "Epic" feels to fast to you, as it does for me, you can mod this with about a minute of work. Copy and paste the ElementalDefs.xml to your mods directory. I bumped up the tech as follows: 4 1.8 1.50 Now, I've put off playing more tha

9 Replies 5,655 Views

Honestly, I'm doing absolutely nothing to stop any of these things. But, I do think it's funny that a "Putting things in perspective" post is only saying that other games are worse than Elemental (which they are). That really isn't much in the way of perspective. My world certainly isn't ending because this games has problems, and I can't really put myself in the shoes of someone who is genuinely angry about this. With that in mind, I agree with the broad point of the poster. I'm not

22 Replies 76,905 Views

Hmm... not to be Debbie Downer here but, there are well over 100 million people in the world who go to sleep every night without enough to eat, there's the systematic murder of ethnic groups, rape of women, and abduction of children in Africa and elsewhere, regular abuse of domestic servants throughout many Middle Eastern countries, etc. But, I guess this game having some bugs and balance issues is pretty bad, too.

22 Replies 76,905 Views

Agree completely, I didn't really mean to imply otherwise. My personal opinion is that a game should model the real world to a degree that remains fun. As spears (and pikes) were developed as a counter to cavalry, so should they be in the game.

35 Replies 14,921 Views

Against my better judgment, I'll take the bait. 1) You are right about one thing, everyone does seem to think that their idealized perfect game is just a few patches away. Everyone, understandably, has a different opinion of what that game is. What actually makes this possible is the ease of modding this game. So, if you have half a brain, and are willing to put in a few hours of work, you can change the mechanics to whatever your little heart desires. Elemental is actually fairly uni

6 Replies 243 Views

Just as a quick comment, I disagree with as many points as I agree with. Having your sovereign not actually be a unit, for example? My understanding of this game was to be a TBS/RPG(ish) hybrid. This seems counter to one of the core game designs. Too large an area of influence? Many people dislike having tens of identical cities. Hopefully the devs will take this as just one person's opinion, albeit a thoughtful and well written one.

18 Replies 85,372 Views

Pretty easy to fix. Open the map xml file. Save as some other name. Delete all text below the TileData tags except for ForestData and " " at the very end. This will delete all scripts and "props." Load it up with the Cartographer's table and add randomized start locations, save, and enjoy! Resources will be automatically generated when you start the game.

9 Replies 4,513 Views

Does anyone have a good idea of xml files that still cause problems when edited and placed in the Units directory? For example, I've had success editing the ElementalDefs file with no ill effects (that I can tell), but editing some improvement files seem to cause doubling of production costs and resource income. Apparently, some tags were causing stacking instead of overwriting game variables... is this still the case? Thanks!

1 Replies 2,084 Views

I'm personally all for something like this. I've been thinking about something like this, myself... but I'll probably wait to see what happens with the magic system over the next few patches. I was thinking about adding a couple new shards, collaping a couple of the elemental ones. Anyway, good luck!

1 Replies 3,774 Views

Agree completely, for what it's worth. I am (was?) actually pretty excited to hear about upcoming changes, specifically to the magic system that was hinted at, but... I guess if I was working at SD, I'd get pretty tired of having my professional competence questioned on every post, too.

21 Replies 14,684 Views