Murteas

Murteas

Joined Last seen Member # 698520
7 Posts 180 Replies 28,884 Reputation

So why should you keep a garden then? Shouldn't you just build it and then destroy it? And build it again to get the 2 food again? Seems confusing to me, is there a benefit to keeping food producing buildings long term?

11 Replies 4,781 Views

I certainly zoom out to get a strategic view as well, I guess I want to eliminate the zooming out so I can tell if that is a dropped pouch 2 squares away from me. I should be able to just tell by looking at it. Maybe even color the tile a different color on the ground. Make it flash or have a swirly halo effect (made with the cool particle effect editor).

19 Replies 12,351 Views

Looking forward to trying the changes. I especially like the flexibility of the race/faction/ideology component. I think that will be a great replayability factor for me. Excited to see the changes in the Magic system. You didn't mention any UI changes for this specific build, but I assume there will be some improvements there as well? As a junkie for anything random, I would love to see your original random map generator, and

332 Replies 838,889 Views

Hound, that is an interesting idea, but then I would totally remove the graphic from the game at all. Otherwise, won't all of us just zoom out to the cloth map to make sure we don't miss them? I see the small white particle effect now, but it is only visible when zooming out. Possibly this is a glitch or bug that will be worked on. For me this isn't a particulary horrible thing, I just find that things aren't quite as distinct to my eyes when

19 Replies 12,351 Views

maybe I am the only one, but I can never tell by looking at the 3d view if a tile has a dropped purse or broken carvan, etc. I always have to zoom out to the cloth map to see it. I would like it if the goodie huts were more obvious/had a particle effect to highlight them. Some of them are good, but the more generic ones are hard to see. Just my $.02

19 Replies 12,351 Views

I believe the campaign will be dealing with just those sort of concepts. However, the sandbox mode is going to be a bit more open I would image. Just my $.02

42 Replies 100,842 Views

[quote who="Shane Sims" reply="145" id="2652405"]One thing that feels like an obvious omission for me is a sort of queued path when you are issuing move orders to units. X-COM did it with a running tally of available Action Points used to punctuate each square that you moved, Civ 4 did it with a number on the tile indicating how many total turns it would take at the current movement rate to reach the destination tile. Here's an example: Currently, you select your u

174 Replies 512,163 Views

To be honest, I am surprised by how many people don't like to manage their cities. That is part of what makes a TBS strategy different from the other genres. That said, I agree we don't want tedious or obvious city building tasks to be left for the user every time. But, I definitely want to be able to differentiate my cities from yours, or from the AIs by how they are developed. I love the idea of adjacency b

174 Replies 512,163 Views

[quote who="John_Hughes" reply="25" id="2645385"] How about getting points based by Percentage of your Stardock Membership #. with the smaller the # getting a better precentage. hehehehe [/quote] I like this idea. :) Rewards us "oldies but goodies".

90 Replies 61,335 Views

You can pre-order Elemental:War of Magic from Stardock by using impulse. That way you can download the beta before release to help us test the game (it is not like other betas, but is truly being tested by beta-tester who give feedback, etc.). However, the elemental army "game" is simply to create pre-release excitement, buzz, etc. for the game, which should be released in either August or next February depending on when it is ready.

4 Replies 1,907 Views

What about the idea of assigning a permanent envoy to an empire. Instead of having an envoy actually on the map moving around, when you meet a civilization you assign an ambassador to that country. It is assumed that you will have some form of rapid communication with that ambassador (magic, birds, etc.), so that you can "immediately" make proposals and respond to the other faction. However, your relations will be affected by the ambassadors abiliti

77 Replies 252,713 Views

[quote who="LDiCesare" reply="33" id="2607228"]What about replacing the 50 by a ? You could then provide other end conditions like when you leave the current state based on actual game parameters instead of turn counter. Eventually, a python function could be called inside the element, although it might be slow. The point is a f

106 Replies 873,431 Views

[quote who="Morlark" reply="5" id="2605261"] Quoting kryo, reply 4Please don't go. The drones need you! They look up to you. That was literally my first thought when I saw this topic. I'm glad to see that I'm not totally insane.[/quote] I know I've heard this...but I can't place which game it is from... can you help me out?

17 Replies 3,869 Views

Expand the race distinctions and provide more assets and code to support players creating their own custom factions made up by their own custom races. This is my vote, because that is how I will play. I think that I will love the backstory and lore (I am planning on getting the book), but I know that when I actually play, I never choose a pre-made anything. I just don't.

207 Replies 513,414 Views

I think it is possible that everyone is over-reacting just a bit to the OP. I know that forum communities tend to grab any little developer tidbit and run with it despite not having all the context or a good understanding of the actual intent of the post. In my opinion, we should just calm down and try to suggest options instead of throwing out allegations of Stardock trying to cut all the races. The way I read

151 Replies 391,385 Views

In Beta 1z3, I received a spear from a goodie hut with my sovereign, but decided I wanted to give it to my courier (peasant equiped with a club and messenger kit). I opened up the equipment tab with my sovereign and dragged the spear to my other unit on the cloth map. The spear showed up on the other unit, but also stayed with the sovereign, but I couldn't equip it with either of them. After hitting the turn button, it disapeared off my sovereign, but

2 Replies 1,033 Views

[quote who="nasarius" reply="43" id="2599447"] With Python you get a very easy interpretative language. Ehhh. Maybe. It uses syntax you can kinda-sorta read if you know what you're doing, but is still going to be incomprehensible to non-programmers. For example, I don't believe you can do this in QBASIC: foo = [x for x in [1,2,3] if x >= 2] foo = map(lambda x: x**x, foo) I mean, I can write dead-easy-to-understand C++ code if I

60 Replies 230,235 Views

[quote who="Turducken" reply="14" id="2598822"]I've been lurking on this forum for a while, but this is the first time I've felt moved to comment. My big modding question is: can we mod AI behaviors? Adding new creatures, items, and buildings are all fine and dandy, but they are pretty much useless unless the AI can use them effectively. I know this is a very tricky area of programming expertise: if you look at any open-source or freeware strategy game, they always founder o

60 Replies 230,235 Views

[quote who="Astrobia" reply="24" id="2594734"]You guys sure are powering away there. On the issue of fun, what about fun we make ourselves? Like names. If I was to hypotheticaly name my city "The Outhouse" and I was to recieve a message that went something like "You lost a unit in The Outhouse", am I having too much fun? [/quote] LOL.

49 Replies 92,446 Views