[quote]actually, I have just bought the game - as I guess Stardock needs money for developping 1.1 - and will only downloa[/quote] Stardock's doing allright moneywise, according to Brad they rehired at least some of the people laid off, and Stardock has profitable non-game businesses- so no worries there. That said, you did get yourself the 2nd XP for free, I think 1.1 is the deadline for that. If you're definitely going to buy Elemental lat
Alstein
On #6, is that replacing outposts cost 1 food that you posted earlier? If so, I think it's a better solution. If not, it might be too much of a penalty. Discouraging city spam is one thing, but that might be overkill. Idea on the training groups of units. How about this, allow for upgrading smaller groups of units into bigger groups. You lose the old unit instantly, but the training time for the group
Actually here's a question- should there be a penalty for negative food? Such as population loss? One idea- when you conquer a city, it has to rebuild its population for mostly scratch, (maybe CHR*2%). Excess housing is destroyed in the takeover randomly. that might solve conquering= negative food.
Engine may not be the problem, but it was a problem, and the problem that had to be solved first. That said, as of 1.09 I consider the engine to be, at a minimum, acceptable. I don't have problems with the engine's performance at all (though I wish for 64-bit support, that can wiat) As for the rest, I trust Stardock and Brad, I just hope that this trust is used well. As for Civ 5, maybe the FFH can make lemons out of l
Another idea: How to work around the sovereign being used as a settler issue, yet allow essence to be used. a) Sovereigns get a seed of life/death spell, costs 1 essence, creates a seed. This seed can generate an outpost. The seed is an item that can be carried by either any hero or any unit.
[quote who="Frogboy" reply="70" id="2795176"]Re Tom's idea, that's a map generation choice. Players could, for instance, do exactly that -- you can create monster lairs now. It's part of the base game. We just don't currently create randomly generated maps with resources guarded by monsters (though this is, indeed, an interesting idea).[/quote] Suggestion- why not have those sort of resources (monsters guarding them) , be some or most of the resources genned
I agree. Caravans as currently implemented as horrible, and feel like reworked GC2 freighters. It's not the only thing from GalCiv that I think didn't port well over to Elemental. (Research treaties make no sense either with no tech trading)
i think 1.10 is supposed to be end of October. My question is when's 1.11 ^_^?
[quote who="Frogboy" reply="7" id="2792339"]Personally, I would prefer to have a tech that allows players to find Moon Gates or something like that. But that would be some thing in the future.[/quote] That sounds neat. Would that also be easier for the AI to use? It also sounds like a potential thing to add into GalCiv3 (wormholes)- is that where the idea comes from?
That Throne Room improvement, should it be added to the base game?
How about ballistas and maybe Cowtapults? Agreed on the City walls- those really helped AoW, and you could add in a set of spells to deal with them. (Crash Walls, Regenerate Walls, Levitation, etc)
Galciv 2 is why I've stood by Stardock despite Elemental, and will pre-order GalCiv3. In fact, I am thinking of ways that Brad could implement Elemental features to improve GalCiv3 in 2012-3. (reading by Brad's posts, it looks like GCIII is going to be what comes after Elemental now, part of the fallout from the launch)
Just wait for 1.1 and see if that changes it. Normally Stardock is doing gameplay improvements and feature adding with their games usually at this point in their lifecycle, but they had to do engine fixes first, which delayed some things. That said, the engine is looking a lot better now then it did 1.05/1.06.
[quote who="rossanderson48" reply="15" id="2790960"] Quoting Alstein, reply 5If only AOWSM had someone like Brad doing the AI. It's also too bad you couldn't get Reactor and AOWSM MP working together, that would have been nice also (but most likely impossible) I really wonder now what would happen if Stardock and Triumph worked together on AOWIII using the Elemental Engine with Brad doing the AI. It wouldn't be AOW III it would be Elemental I
Did they have right of access? Maybe pioneers are immune to those messages since they don't have combat strength?
did 1.09 reset any mod data that you had put in prior. I added a sov graphics mod beforehand. Guessing no cause my custom sovereign wasn't any different. Edit: patched up, no problem either way, so disregard.
Cavalry counter units would be the best solution. Spearmen/Pikemen with XP should get a cavalry foe modifier. Also warhorses should be very pricey in both cost and infrastructure.
[quote who="Tasunke" reply="74" id="2788667"]Heh ... there is also always Magister mod .... [/quote] I miss Tweakmod. I would have loved Tweakmod with Wildmana's AI improvements and ranged warfare, and the Landsknecht Civ from Orbis (only mod-original civ I liked)
That leads to a question- could the Kumquat engine be reconfigured to use hexes?
[quote who="Frogboy" reply="34" id="2790016"] You wouldn't necessarily destroy thecshop. You'd just close them if you needed to draft people into your army.[/quote] How would the game determine what you closed? (default behavior is important here, for the AI would likely use it I believe) Also with this system, wouldn't it make sense to have a Civ 5-style town militia to help defend cities, at least lev 2 and above ones?
Mounts with troops in heavy armor should either require breeding grounds(improvement that requires a stable and lvl 3 city), or get a move penalty. The breeding grounds improvement should unlock better mounts. There could also be a racing horse which is quicker. Empire should lose wargs, which should become a food source instead, and gain the ability to use horses themselves. Horses are rare enough that it doesn't need to be split up
Looking at the guy, his experience with Stardock was Demigod then Elemental. I can understand his rage. I've noticed a trend with the ragers- very few of them were GCII or Sins players, most of them are new to Stardock. Makes sense that those who have seen the good side of Stardock are considerably more patient then those who haven't.
As for pushing back that GalCiv sequel, as long as that's what comes after Elemental, I can wait until late 2012/early 2013 for it. I'll need a game to justify my next laptop purchase. ^_^ Besides, the experience with improving Elemental should improve GalCiv- I see a lot of things in Elemental that I think could improve GalCiv concepts if implemented correctly- so I'm really looking forward to it, though Elemental's got a lot of room to grow and looking forward to that as w
[quote who="Frogboy" reply="62" id="2789523"] Quoting kryo, reply 58 I was thinking something a bit lazier like a scouting pack that lets a unit go through tiles belonging to another player. Be heavily exploited though if it weren't mutually exclusive with weapons. Yea, that's the trick. How do we justify a pack keeping a player from having weapons? The unit design has definitely been a challenge because realistically, there should be 3 basic paths: <
If only AOWSM had someone like Brad doing the AI. It's also too bad you couldn't get Reactor and AOWSM MP working together, that would have been nice also (but most likely impossible) I really wonder now what would happen if Stardock and Triumph worked together on AOWIII using the Elemental Engine with Brad doing the AI.