John_Hughes

John_Hughes

Joined Last seen Member # 704682
0 Posts 391 Replies 12,490 Reputation

One reason might simply be that each unit will be an entity unto itself. Currently, having the Sov and Hero's level is not overly problematic. I have had a gang level 3 units after one fight. Click click +++++ etc. No sweat. Now multiply that by 100X or way more. The use of the Research for the Normal/Veteran/Elite levels alleviates that. I do agree with you though. Once produced, troops that have fought and lived

24 Replies 14,335 Views

LOL! That is very devious indeed. But now the Jig is up. I will be more... something. It will obviously come to me later. It does make one wonder though who wins the bulk of the arguments between the two... ;)

151 Replies 391,757 Views

[quote who="Winnihym" reply="106" id="2604531"]I can see the point of randomly generated terrain causing a challenge to player start position, but I think that's fixable within the random map generator to balance starting positions by checking available nearby resources and having some balance applied there (ie, semirandom maps). It isn't solvable at the global map balancing level, for reasons discussed before (ie, making something rarer just unbalances a lucky start position MORE), but

114 Replies 236,202 Views

[quote who="Frogboy" reply="101" id="2604343"]I think there is real value to having the terrain (swamp, deserts, etc.) affect production based on a player's race.[/quote] Agreed. It would seem that this idea, when linked to the recent "Rethinking Factions" thread could provide a more diverse solution to how various "Races" deal with the local environments. It seems a pretty good bet that Wheat does not grow well in a Swamp. So does this little tidbit perhaps provides us a glim

114 Replies 236,202 Views

First question. Despite it's possible stupidity... Are Draginol and Frogboy one in the same person? The OP was posted by Draginol and many have answered using Frogboy. On topic. [quote]"So in the Faction creation screen, you would have a “Race” tab where you would design what they look like along with a very

151 Replies 391,757 Views

[quote who="Wintersong" reply="8" id="2604288"] It plays too much FarmVille.[/quote] Well that does have advantages Wintersong. Why build a bunch of early Gardens when you can let the AI build a Town full, then you can capture it, send a Peasant or 2 into Garrison it and your Global Food needs are all but looked after. Helps extend the Turns allowed before a CTD as well.

10 Replies 4,559 Views

[quote]"If I spend points for equipment of my Sovereign and later I can give him better equipment in game, am I not gimping him in comparison to someone who only buys stats when creating the Sovereign?"[/quote] Interestingly enough that is happening already in the Beta version. Why spend points on a Shield, Sword, Leather Armor and Greaves, when I can pretty much be assured of finding those items on the Map.</spa

14 Replies 49,191 Views

[quote]"Wouldn't it be easier just to have number of people in houses - work force = inactive military? Are you suggesting that only slums provide inactive military while houses provide work force? I don't think having two categories of housing would be a good idea personally if that is similar to what you are suggesting. Also, I don't mind realism in games unless it affects fun factor."[/quote] <span style="font-size: small;

24 Replies 16,191 Views

The one true dilemna that allowing for these bonuses to apply is the use of Randomly Generated Maps. Ex: 4 players hit a Large Map, and only 1 of them, within his first 3-4 turns, finds a sweet spot with 3 resources in real close proximity while the other 3 do not find their own sweet spot right off. From that point forward, that game session has already introduced a BIAS against those players and or for the solo p

114 Replies 236,202 Views

I missed the Poll as well. Also assumed where it might be Posted. (doh!) I did mentioned casually in a thread that I would move on, but that was after Brad's thought here. https://forums.elementalgame.com/380890 #15 But hey, I welcome another Z as I too have seen improvement from 1Z2 to 1Z3 but still cra

59 Replies 104,165 Views

[quote]"Inactive Military - Can be recruited without impacting a city's productivity Work Force - If recruited will impact a city's productivity"[/quote] Agreed. All I was arguing was the #'s and applying a premise. A game can have a Premise based on RL? No! Slums represent Inactive, Others the Work Force.

24 Replies 16,191 Views

I don't think anyone actually believes the current 15 points max per stat will survive. It is simply a debuff offset to the Trolls decline. I rarely even see one any more. The roaming Hero packs eat them for breakfast. ;) The map provides (at this point) a Shield, Sword, Armor and Greaves. Why pay for them? Only reason you don't get them is if you pick more than 3 enemies. :) <p

11 Replies 8,008 Views

[quote]"buildings in a city require a total of 1000 labor to be 100% productive, but there is only 900, all buildings produce 90% of its theoretical max."[/quote] That type of process makes assumptions about those, just anyone, are taken out of the Population, to create the decline and thus the hit to productivity. People with very specific training, Farmers, Smithy's, Miners would all come out last. <span style=

24 Replies 16,191 Views

Not be difficult but, I get to name my Kingdom, then I name my SOV, then I name every City(Outpost) I place. From that point forward, I look at the Name I provided, check stats to determine the # of peasants I need to attract to get to the Next Level. What true importance does some arbitrary name, given to a Cities current level, have to do with anything. The City already has a name. Whether John'sVille</st

22 Replies 12,876 Views

[quote]"how about giving bonuses for certain building groupings within "x" tiles of each other?"[/quote] Although I too like that idea in principle, the current City Building model may make that difficult, unless you allow the " within X tiles" to be large and that defeats the purpose really. To group building well currently requires you to wait for enough Tiles to op

114 Replies 236,202 Views