[quote]True, but I am sure there are MANY people who would agree with me on this one.[/quote] Well, apparently none of them are to be found but in theory, yes - there could be MANY. = ) I like the current style but wish it was less "natural" looking and more iconified so the terrain type of a square would be easier to see. Especially on the cloth map where there is only a rather vague representation of forest/hill/impassable tiles. It's already too</em
Gazz_
I haven't seriously delved into modding, yet. I'm a scripter and it just doesn't feel right without scripts. =P So... I don't know if there are possible dependancies between city improvements. The obvious way would be to make the "outpost" improvement one that would be mutually exclusive with houses. Except for one rare case it would mean that you cannot have a lvl 2+ city with the outpost improvement. You couldn't build it while having houses and you
That's the right way of thinking. Increase the interaction of the systems, not reduce them to... horse stew. Alas that takes more brain power. =P Lots of horses? I mean a whole lot? Maybe a stampede? An attack of questionable control but *shrug*
[quote]This makes the huge assumption that city spam needs to be reduced. Care to start with persuading me why it does?[/quote] In my last game I had 55 cities and room to grow. And one gold mine. Total. Building cities was pretty much the only way to generate income. (beyond going around as Buffy, Monster Slayer) Alas, there are absolutely no tools to manage cities. The obvious workaround to the bad implementation (or rather total lack thereof) is to
It could be a bit of both. A new improvement and an upgrade. I build a market at lvl 1. When the city levels up, I can build a 2g shop over the 1g market, replacing it. That would keep the clutter in check. But the easiest implementation is of course, to create additional "Market" improvements - with the exact same look and function - that you could build for every city level. Internally they'd have different IDs but on the build interface they'd all
The basic idea was that such an outpost would not produce anything. Including the default 1 gold. It would be a remote extension of the "real city" for the sole purpose of tapping resource tiles. The tentative "Outpost Improvement" would negate the default production of a normal lvl 1 city, leaving it as just a shell. The real advantage would be not having any reason to develop the outpost. It saves micromanagement, which is getting really really bad at 50+ cities.<
I don't need any theory to make a fool of myself. It's a gift.
Before you attack any enemy channeler, look at his enchantments / summoned creatures list... and klick them off.
I'm thinking of a system loosely comparable to the GalCiv asteroid mining there. Tapping resource tiles is extremely important. We all know that. Building fully developed cities near every resource you find - just to tap it - is one major reason for city spam. So what if that would not be necessary? Let us build a mining outpost, that could do nothing but tap resource tiles within a range of 3-4. The outpost itself adds no produc
Yah, it seems quite absurd that they would create massive amounts of food... just like that. Gold is the classic result of trade. It is reasonable, that in an abstract way, caravans "create" resources by distributing them to where they are needed but then it would affect all resources, such as food, metal and crystal... \That would actually help with the city spam. You'd only need a small "mining outpost" to tag a metal mine but the production would be trans
[quote]I think this was meant ^^[/quote] You need the Random Polearm Generation table to go with those. (3d6) 3 Ox Tongue 4 Bill 5 Bill Hook 6 Glaive 7 Guisarme 8 Voulge 9 Guisarme Voulge 10 Glaive Guisarme 11 Glaive Voulge 12 Guisarme Glaive 13 Voulge Guisarme 14 Voulge Glaive 15 Glaive Glaive 16 Glaive Guisarme Voulge 17 Voulge Glaive Guisarme 18 Glaive G
Don't know a clean solution but maybe a workaround like an improvement that adds -10 housing and a lot of negative prestige so the city couldn't grow and train troops... but adds influence / sight range so it could still act as an outpost. (deny monster spawns, healing stationed troops, defense bonus...) Normally you don't want negative growth in real cities so that might be enough of an abuse deterrent. Although people would probably still build a market. For sh
Lots of cane waving here! Thanks for making me feel young again. =P Kinda explains the number of posts that actually have punctuation...
[quote]There are reasons why big empires don't last more than a few hundred of years.[/quote] The sovereign gets carpal tunnel from all the clicking? I know it was getting bad in my last game when I only had 55 cities (pretty few for a 4X game) and maybe 1/3 of "my" part of the continent still looking to be settled. The main problem I had was monster spawn. City spam (all eventually developing to lvl 3) was the only way to extend control far enough to get most of the c
Well, that's "impotent but likes to try nonetheless".
Please let this thread rot. This is a better start: [Gameplay] New Sovereign and Champion abilities (even if he didn't bother to look for related threads =P)
[Gameplay] Magic: Physical vs Magic resistance and damage modifiers ?
[quote]Enough. If you want to rage on Elemental, find another forum. We're done with it here.[/quote] Me? I'm not raging at all. I summed up the review for those who do not speak german. What's in it and what is not. The reviewer might not have encountered any hardware issues at all. My own system is pretty "Elemental compatible", too, so I know it's possible. And let's face it - the campaign scenario is pretty well balanced - meaning the player is assured o
Armored for... easy access?
No mention whatsoever of anything like "bug" or "broken features" - besides the obvious lack of multiplayer. And that combat animations are sloooooow and can not be sped up. They reviewed 1.07 but it really sounds like they were testing the 1.35 version... Effectively an unconditional recommendation. The comments - including those by Elemental fans - sing a different song. Potential, by all means yes, but not quite there, yet . 80% score
Attunement: Fire: gain 30 % more mana from fire shards and get a 15 % bonus to fire damage / effectivity Attunement: Earth: gain 30 % more mana from earth shards and get a 15 % bonus to earth damage / effectivity etc. Artillerist: bonus to AOE hit area and "never miss" with spells that scatter like here E
Hmm. Implementation wise... a "yield!" spell / ability. Researched in the largely cosmetic diplomacy tree. A unit / champion with high CHA (finally a use for that stat...) could sometimes get a sufficiently demoralised / hurt opponent to surrender and join your cause.
[quote]There's no need to discuss the practical details, I'm just putting the idea out there to see what people think of it in general terms.Obviously, this would only apply to total conversion mods (think FallFromHeaven2), rather than mods that tweak a few things here and there, and add a couple of techs, but don't change the core game.[/quote] I guess you're talking about total conversion mods that have no relation whatsoever to copyrighted material like LOTR, MoM, or generally any
That's one of those bug reports that should get framed and put on a wall.