[quote who="strager" reply="3" id="2682525"]Speaking of Diplomacy - Can we still trade technologies? What about complex alliances (3 or 4 players forming some kind of group alliance etc.)? Outside of trading stuff what else can you do? Also how is the dynasty system coming along? Been waiting to see the finalized version.[/quote] For v1.0, no. The tech trading in GalCiv was never satisfactory and we are trying to avoid that here. Buy beyond v1.
Frogboy
We plan to work on Elemental for as long as it's profitable. :) And since we code it ourselves, we can implement all the ideas we and the community want to do.
This was my check-in this afternoon of what I did in the past 24 hours to give you an idea of how fast progress can be. :) And this is just me and I'm just one person out of 19 full time people (not including shared Stardock resources like QA and testing and such) working on the game right now. Brad (12:00 PM) + AI designs better units + Sovereign more aggressive at goodie hut finding + AI now makes use of external resource
I should mention that since this video was taken that the min distance between cities allowed was doubled to 10 tiles.
[quote who="Tormy-" reply="65" id="2682179"] Quoting psychoravin, reply 56I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) I absolutely agree, I don't like this at all. Here is my reply in regard to this.[/quote] It would be really really dumb to build your cities tightly together. Your best bet is to build fewer cities that are spread apart and connected by roads.
[quote who="Sir_Linque" reply="59" id="2682137"] Quoting psychoravin, reply 56I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) What's the use of pioneers when all you need to do is expand your borders? Pioneers probably become obsolete now. Except for founding cities, of course.[/quote] That's all Pioneers do now too. Found cities.
[quote who="goodgimp" reply="38" id="2682147"] Quoting Frogboy, reply 21Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on. The tactical battles are fairly critical for m
Re: Multiplayer - our main focus for release day on multiplayer is to make sure it's FUN to play for the widest number of users and then, from there, create lots and lots of options for custom games. We're still evaluating whether tactical battles will be in MP initially or whether to implement them somewhat differently for MP later on.
All the ones in the official list at least. But I think we need twice that many.
[quote who="KillzEmAllGod" reply="3" id="2681992"]will “World Difficulty” effect how soon higher level monsters spawn, was a bit unsure if you would have this. the UI really will need some love maybe even some nice art in it? so any plan of adding attack types for weapons?[/quote] No. The spawn rating of monsters is dependent on players going up the adventure tree. What the world difficulty will do will be to determine how ambitious they
You're using Essence in the way we use mana. Any unit is going to have some sort of mana cap. We use Essence as that cap. The player is deciding whether to invest their essence into their minions (ala Morgoth) or keep it for themselves (Manos).
Why wait until modding beta? You can do it right now. Just look at your units directory in my games\elemental in your documents folder. Go nuts.
I would like to hear other ideas on essence btw. [quote] By keeping an UP-TO-DATE thread with such knowledge you can make this forum a better place. Would you do that? PLEASE?[/quote] I can either do that or finish the game. :)
I agree with what you're saying. I strongly agree about the shard requirement issue. The shards are ONLY supposed to be needed for the most powerful spells and ONLY because they are "Game ending" spells. I.e. the shards allow us to let players who know they're going to win the game eventually because they control so much but don't feel like grinding down the survivors a way to just wipe them out in a fun way. Unfortunately... some of our spells went a bit overb
[quote who="Annatar11" reply="7" id="2681214"] The Sins economy got reworked between the end of the beta and release. It would be more effective to say that Advent were added between the end of beta and release [/quote] LOL. I forgot about that. Not all the factions were in the Sins betas.
All of the above. The more the better. Some things we won't be able to do, others we may disagree and still others we can implement.
After release, we can revisit this. But we're not changing it prior to release.
I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less.
end of week. Thursday or Friday.
yea, you'd need to summon a boat and then cast an e3nchantment on it that allows it to ignore blocked tiles and then it could fly. WE, however, won't be doing that. What you guys do on your machines though is none of our business. :)
As a party heals, it should go back to full strength. I'd say it's a bug.
Yea, the plan was to divvy out experience by the level of the units. That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting. :)
A party of units remains a party. Once they are made, they are grouped together. That's why they have such steep discounts on production.
It's moddable. if you wanted to, you could have a million people on there. It's just XML and a number.
If you have crashes, you need to provide those dump reports otherwise you're relying on others or our QA to find it for you.