The reason I suggested Creativity was 1) It's unique, and something SD knows how to code easily, having done it in GC2. Nothing else provides creativity in the game. 2) It's logical that a lost library/arcane temple would provide sudden discoveries. 3) It's not overpowered. Having each one be unique and the chance to learn divergent techs- that's nice , but I think that should be with quest/exploration mechanics. It's a
Alstein
[quote who="Lord Xia" reply="26" id="2830334"]If it's going to be rare, then it needs to be powerful. [/quote] I'd say unique rather than powerful. If bonuses mean too little, then they're no fun. If they mean too much, the game can be decided on turn 1. Idea #2: unimproved lost/mini-libraries and arcane temples have to be discovered through the adventure branch, and are only visible to players who have researched the needed tech.&nb
[quote who="Frogboy" reply="45" id="2829927"]Here's my list of observations as a game developer on the game and as the lead designer: Conquering a city doesn't remove enchantments on it The computer players aren't casting spells (I know because I had to disable it for the 1.1 beta) When I found a city, it should do the animation first before taking you to the book so that you can appreciate what is happening. The opening page when you enter the game should give
This is rather barebones, and shouldn't be the only thing, but an idea. Each "race" should have a few techs that they have an affinity to. Relias might have it with some adventure techs and hospitality. Procinipee with channeling and civics, etc These techs, when researched, would not raise the technology level. This would encourage beelining them, but not force it.
Is creativity even in the Elemental engine? I think it should be, as a lot of other GC2 concepts were ported right in originally. What about arcane creativity- is that possible? (don't see why not, though it may take a little bit of coding) BTW: for those who didn't play GC2: Creativity was a trait that allowed civs a chance to finish their research that turn.
Go to top right corner of impulse, and click pre-release versions if you haven't yet. This is a very commonly asked question on these boards.
If the libraries and stuff are rare, they need to provide some unique benefit. I suggested creativity in another thread. One option would be to tie the discovery of said bonuses to adventure tech and/or quests/goodie huts, and not have them at start. That said, if you did this, you'd need to make it where the adventure techs don't work for other players, and the bonus resources are buildable on (though it eliminates the bonus if an improper
[quote who="Blackmantle_" reply="2" id="2828409"] One thing though: the 50 building limit either has to go or to be raised at least double thanks to the possibly far bigger cities possible in the new concepts...[/quote] Make the building limit a function of city level? Maybe level squared times five? 5 for a lvl 1 , 20 for a lvl 2, 45 for a lvl 3, 80 for a lvl 4, 125 for a lvl 5? Housing and bonus resources would not against the
Wait till 1.1 is finished, then get the demo. Best suggestion as of now. That will be after xmas I believve.
Noticing that when battles last over 20 turns- I tend to start getting performance degradation similar to a memory leak. DebugMessage: Error. String Not Found. Table: TacticalWnd String Name: Tooltip_NumShards DebugMessage: Error. String Not Found. Table: TacticalWnd String Name: Tooltip_WaterShards DebugMessage: Error. String Not Found. Table: TacticalWnd String Name: Tooltip_FireShards DebugMessage: Error. String Not Found. Table: Tactica
This is a great feature. It needs to be a journal entry though, and stickied.
Here's an idea: Re-use the creativity trait Arcane Libraries- each one gives a chance of discovering your next spell instantly Lost Libraries- does this for regular research. More libraries= more chance. Gold mines providing more gold- they work as is to me, maybe buff them slightly This would be in addition to current benefits for each library.
Agio, I had a lost library in my last game. They're very rare but in, had a horsey as well.
This is a problem that you can game the AI with, though you can also game humans also. This problem is half gameplay/half AI. The player can refuse to research the adventure techs which reveal bonuses, and the AI will do it for him, revealing the bonuses- which is free research for the player. I posted a suggested fix (kinda complex) in the Ideas forum.
This is a general idea. There have been some complaints about how there's too few bonus resources. I like the idea of tying them into adventure tech tree, which is already in the game, but there are some problems with this right now, which need to be resolved I believe. This should all be doable in 1.1 I'd rather keep the bonus resources low to start, and have them unlocked through the adventure tree. Goodie huts/quests should be added at some po
Maybe allow smaller size units to be upgraded to the larger , at a cost of experience.
I think if anything, we should get rid of the customizable pieces, and just have suits. Modders could make multiple styles of say "leather armor" or "scale armor". things like rings,necklaces, bracers, cloaks shields, and weapons should stay seperate- mainly for the issue of magical items, but individual pieces are an unnecessary complication.
[quote who="Hound" reply="22" id="2828421"]Well I tried to play Elemental again but couldn't make it past Sovereign creation. The magic options are still very underwhelming and you can't customize the magical identity of your Sovereign. In a game called War of Magic that's inexcusable. It still feels very unpolished to me. Like a spear or whatever crappy piece of equipment costing you the same points you use to buy stats. The game needs to start with creating a COOL Sove
[quote who="Delmoroth" reply="17" id="2828319"]Yeah population doesn't matter, all that matters is that WAY before you hit any population limits you run out of tiles to build on.[/quote] Suggestion: multiple buildings that are the same cost more population going from 1 to 3 to 6 to 10 for example. Also maybe make limits city-based not empire-based. bonus resources should consume 0 population, and be built independently of any city.
My impressions after about 3-4 hours of gameplay: You got the general formula now. It was a lot more FUN then the 1.0x games. However, (yes I know this is a beta) it was very buggy and of questionable stability, and plenty of things seemed unbalanced to me at first glance, and I can see a few features that should be added in still. You guys still have a lot of work to do. I think some of the Life spells are a little too go
My idea: maybe have improvements built on an empire scale, not a city scale? So you can build a wild improvement (would still require pop from city though), city improvement, and unit training?
Well, it's not really new ,it's ripping off Kael's own stuff. Brad mentioned he wanted to bring more game lore into the game. I was thinking copying the unique features from FFH2, and putting that into Elemental, would be a neat, efficient, and unique way of doing this. I don't know what should be in and what effects, that should be up to Brad and Kael, and it's Brad's lore, and Kael's concept, but implementation: Uniq
[quote who="Werewindlefr" reply="223" id="2827225"]Is it just me, or is dodge *not* working?[/quote] Is blocked the same as dodge? I got a "blocked" message a couple of times.
D2D using the only thing they got that can keep anyone around- cost-cutting.
They tried to release it Thursday, but discovered a last-minute bug. Something to do with two critical processes sharing something they shouldn't. They're probably fixing this, plus trying to add one or two small things to get it out today without working OT.