[quote]Overview: The major resources in the game have been switched over to being GLOBAL (per-player opposed to per-city). Building materials, metal, and crystal are added, per-turn, into their pool overall pool, while food is stored as a players 'net-food', whch gets spent on housing as the player wishes to expand it's cities.[/quote] I bet this'll get a lot of hate, but I kind of like it myself. Shuffling r
Lavitage
From what a beta tester told me, combat speed is how many times you swing every time you order an attack. A troll had 1 CS, a pimped out warrior sovereign had 7 CS. The sovereign got 7 hits for each one the troll got. What are the actual algoriths planned to be like? That's an important bit of info to include in the game's documentation which many strategy games miss. It's nice to know what exactly 6 blunt defense does to 4 blunt damage.
Speaking from experience: #1 works. #2 can work. #5 doesn't work. You don't even need to take #1 as far as the OP described. Simply pre-canning the usual 6-8 victory conditions but allowing the player to edit the exact values needed to fulfill them, be it through sliders or an editable text file or whatever, helps a lot. Hate the lategame warfare? Cut it out by lowering the amount of land you need to take to fulfill that victory condition (there's always one like it in a 4x game). Wan
https://forums.elementalgame.com/376774 This got asked already. As I see it Brad pretty much laughed in the OP's face, but some people think his answer was legit. Who knows?
I miss thick, geeky, 250 page manuals, so this is pretty tempting, but I'd be paying 20 bucks just for that (things like cloth maps are bound for the trash can.) Eh... probably pass
4) You can't use those heavy swords and armor unless your strength is pretty high. 5) You can't just dump everything into strength because if you neglect dexterity, you can't hit shit with your shiny sword. This is pretty ubiquitous in games like this because it works.
It's been outright stated by frogboy that you fight for the entire city, not individual sections of it. Can't find the post so you'll just have to take my word for it. Going off of that... Forcing the battles to be multi-staged a-la Mount & Blade would be retarded because it would allow the defender to park a relatively tiny force in the city and have it so the city holds out for 3 turns or whatever anyway. Makes no logical sense and adds arbitrary brakes to the game for n
[quote who="Tasunke" reply="19" id="2556898"]NO ONE, and I mean NO ONE would use Earth magic/Map changing magic, if it used Essence Drain. Essence cost? Probably not many people would use it. Essence DRAIN!? Absolutely no one would use it, other than for perhaps the novelty of it.[/quote] Is there a difference between the two? Doesn't everything that "costs" essence, such as healing land and... healing land... (edit: and imbuing/hero buffing when they get around to adding those) do so
You could have it permanently drain a fairly small amount of essence every turn you maintain it. That way stonewalling an overhelming AI with a river out of your ass, a move which could potentially turn complete destruction into not losing a single city*, has a cost that isn't crippling to you but that you'll feel for the rest of the game, and you won't be able to rely in a river as a wall whenever you want to play builder. *one of the biggest problems in a 4x game is having a big eno
Civ4 and its set of major mods was based mostly on RAM, with a decent processor being a distant second requirement. Doesn't mean elemental will be the same way. GC2 was lightning quick compared to basic Civ4 let alone ambitious mods like FfH so I never really researched what hardware makes stardock's games tick. Didn't matter to me.
[quote quoting="post"] A fun and interesting story-driven campaign. I love sand box mode but I want to make sure the game comes with a campaign that tells the story of Elemental. [/quote]
[quote who="Frogboy" reply="11" id="2549692"]In Elemental, the pre-canned text will NOT be silly (except some in the beta). There will be an official announcement about this in fact at GDC. [/quote] Am I the only one who gathers from the bolded part that Frogboy is bullshitting you guys...? Poking a little fun at you?
It's because the AI rush buys colonizers and ends up beating you to most of the planets, then going into massive debt.
There was a bug where the size increase of components for hullsizes above tiny didn't apply to core designs. So, core ships that were amll or bigger got to cheat. It's fixed now, but if you're not patched up to date...
He never even said that we could focus research. [quote]In this UI, the player has researched the ability to research 3 things at once (no penalty)[/quote] Way I figure it, when you unlock the ability to add another research slot, that's all you've done. You've gone from putting X research points per turn into 2 fields each to putting X research points per turn into 3 fields each.
[quote who="Frogboy" reply="1" id="2214977"]Before, we planned to have bots operating on their own server looking for MP games to join complete with their own chat capabilities.[/quote] Thank the fuck christ that you scrapped that. I for one would hate to have AIs butting into my MP games without the players explicitly asking for them to be there. Phew.
I'm finding large maps too long, so I'm trying to get comfortable with standard. Using 4 opponents right now. (I always used 7 on large)
Mmmmm. I tend to notice that most communities of 4x games assume Ironman style play as standard even if the game allows you to save and reload wheneevr you want. Regulars tend to equate reloading with cheating. Personally I've always found this retarded. It holds an implication that players need it as a crutch to win on whatever they play, which is blatantly false. I don't lose when I play ironman style - just, there's a lot more tedium and repetition before my inevitable win, because
https://forums.elementalgame.com/330416 Read my posts in that topic. They are the gospel truth.
You know how, as you go up in hull size on the custom ship screen, ship components take up a bit more space? The default ships used to avoid that restriction. Their components would always take up the same space as they would on a tiny ship. But as Sole Soul pointed out, they fixed that.
What exactly do influence points do?
[quote who="kryo" reply="1" id="2035580"]Custom maps are predefined maps with fixed stars, planets, starting ships, etc. They are created by hand in a text editor, or through the map editor that comes with TA. Unfortunately you cannot define custom dimensions, only choose from the sizes offered in the game already.[/quote] I was worried that this would be the answer. Damnit. The map sizes progress nice and smoothly right up to the point where they're a bit smaller than I like,
I want to play a normal game on a map size between medium and large (thinking 6x6). I notice a custom map option, but if I choose it, I never get the option to set parameters for it or anything, and instead go to some really oversized map.
[quote]I think an excellent example of a massive random event that affects all players (Human/AI) is one that was included in the Fall From Heaven II mod for Civ IV. Can't remember what it was called but it was introduced beautifully, something about all civs struggling to exist and that only hte strong of each civ would survive. Basically all farms,plantations (but not mines or workshops/windmills) were wiped from the map and therefore all large cities suffered a falloff in pop. Very well do