TatertotEatalot

TatertotEatalot

Joined Member # 3609700
2 Posts 82 Replies 357 Reputation

I'd just like to see some made up creatures that have never been created before. Make Elemental a game with a bit of uniqueness of it's own regarding creatures of the land. Maybe we can just mod it :). I'm sure we can all be creative enough to come up with some good ideas and designs! As for what I would like to see. Some type of rock-like creature with six legs which can be retracted in so that the creature can roll towards its

14 Replies 7,104 Views

Civilization 4 also has the ability to see if you can reach a target and how long it would take before moving as well. It would take no time at all for the user to calculate how far he would be able to move, that would be just plain dumb. As for the 'bizarre pythagoran-based system' being hard to implement, give me a break. It does not have to be a system where it is in multiples of sqrt(2). If you don't have the distance to trave

17 Replies 145,963 Views

I figure if the sovereign dies, the empire splits into a few neutral factions, kind of like the neutral factions in GalCiv2. You are not forced to conquer these people to win, but if your looking for more land, they you can.

39 Replies 25,221 Views

As for the random number generator deciding the outcome of the game idea: Just Don't get your sovereign into a situation where he can die. If you happen to get in that situation, it is the players fault. The only decent argument I can see is the ability of an AI using the sovereign.

238 Replies 566,038 Views

I think if you don't have the resource, you should severely be limited in building the unit of choice that requires that resource. Sure you can scavenge a bit of it, but if you had a deposit of that resource it would be in abundance. I like alot of different types of resources. It makes trading and such much more pleasant. I'm also on the bandwagon that cities farther from the resource do not benefit from it as much as a city right next to it. M

95 Replies 661,733 Views

"The problem is that doing something like this makes diagonal tiles "safer" than horizontal/vertical tiles. While it adds to technical realism slightly, I'm not sure the gameplay impact is worth it." It should be safer, it is a longer distance. Take these two scenarios (say movement cost is 2 per tile, and your army has a movement speed of 6.): ************************************************************************************************ Sc

17 Replies 145,963 Views

As of right now in Elemental, it cost 2 movement to go horizontal, vertical, or diagonal on flat land. More for other terrain obviously. What could be improved upon is the equal movement cost of going horizontal or vertical compared to diagonal. In our case with normal terrain, it cost 2 movement to go horizontal or vertical. However, it should only cost sqrt(8)=2.8 move diagonal. It is a farther travel. So for the mat

17 Replies 145,963 Views

I like the idea if your Sovereign dies, the game is over. However; there should be defensive spells to auto-protect your sovereign should you want him to use the spells. Maybe your enemy turns the city the Sovereign is located into a volcano. The whole city is literally destroyed, BUT your Sovereign still has a ton of essence left, and uses it to create some sort of barrier around him to protect him from death. This allows him to escape, but the

238 Replies 566,038 Views

Make building effects based on ethics. What do I mean? Say you are the Yor and you have a manufactoring center. Since the Yor by nature are evil, they get bigger bonuses from this if they stay that path. Pure evil might give 15 industrial points and +1 weapons. Neutral might give 12 industrial points and +2 research. Good might give 10 industrial points and +5 moral. So essentially th

132 Replies 368,602 Views

The only problem I see with this post is "In Will Wright’s PC masterpiece, Spore." Other then that, congrats on getting EA, no matter how much I hate them. Should bring in some money.

113 Replies 358,114 Views

Yeah, I just think it would be an easy way to add another dimension into the combat system if it could be implemented. But I suppose the simpler system is sufficient for what the devs want to do.

33 Replies 27,754 Views

You don't even have to use just the rand() option in programming. R is an open source statistical program, which allows rnorm(),rpoisson(),rbinomial() as well as plenty of others. In all of these distributions, you control how much the numbers will vary, where they will be centered and all that good stuff. But using a discrete distribution like you have above is probably the easiest route. I just find you can probably make a fairly complex battl

33 Replies 27,754 Views

I was wondering how you guys are planning on doing the damage calculations. As a statistician, I find it lazy to use a pure random number generator to get a value for damage or defensive rolls. Why not make the weapons have damage distributions? Maybe a sword has a damage distribution of a normal distribution with a mean of 5. So most of the damage values will be near 5, depending on how much you want these numbers to vary. Then you mig

33 Replies 27,754 Views