I think you're off to a good start, I'd certainly upload them as this game is always going to be in need of more variety. Two small comments though, the 2nd lady, her nose looks REALLY bright and everyone's mouths look unnaturally high.
James009D
I like the idea and have wanted to make my own unique "Camp, Castle, and Trade Center" improvements. Here is what I have pondered on what it'd take... You'd need to make your city tile a custom "city hub" and somehow make it so it can't build any structures (build distance = 0). POSSIBLE RIGHT NOW You could make a minor race that uses your tile for their capital... but that doesn't help us much. We
[quote who="Cronocke" reply="110" id="2758382"] Joking aside, I don't even care what sort of armor my male and female sovereigns, units, and champions can wear. All I want is the ability to tell that the women are women and the men are men, even when they're wearing armor . Right now, a woman in armor looks like an effeminate boy. And while that sort of thing might have been okay with the Greeks, I'm kinda trying to do gender equality in my army. So it sucks that I have t
[quote who="nobalkain" reply="231" id="2758544"] Quoting Shurdus, reply 230Great and everything, but where exactly does making the game fun fit in? As it is now, the game is a huge mess where there is nothing to do early on, and dragging the game on becomes a chore. This might not really be your kind of game. The pace of the game is how most of us like it.[/quote] Agreed. It's like Civilization but there is more to do. It's not for everyone and they'l
Wow, that is a major improvement over the game's default art. The problem is, how do I apply this to my custom characters? lol, I'm not too great of an artist. But seriously, looks very good. How long did it take you to do her?
[quote who="Syt1976" reply="8" id="2757726"]Personally, I was looking forward to the trade system as originally lined out - caravans take excess resources from point A to point B, causing a "trickle down" effect; stuff could only be built where the necessary resources are. It would have made trade and choosing locations for cities much more meaningful.[/quote] This is what irritates me. The code for this appears to be in the CoreGameDefs.XML file but it's like it was never implemented
[quote who="dragoaskani" reply="6" id="2757812"] Well I think the reason Trade Caravan's don't add to gold income is due to the simple fact that a trade treaty option already exists. So they probably considered it double dipping as it were. Ya know?[/quote] Actually, it's more likely that the monetary benefit from any caravan trade would be too overpowered and great. The caravan bonuses are out of this league when compared to trade treaties... which are kinda weak. Beside
I'd just like to note that the beta testers never had the final product. We had peices of it and were assured by the devs that it'd all come together at launch (and it had for past games). [quote who="dragoaskani" reply="40" id="2757399"] Quoting Dreadcough, reply 34 use your brian everybody! Sorry my Brian is broken, but I will try to use my Brain to figure out whats wrong with your Brian....[/quo
I doubt it's lore, I think it's been overlooked. The Empire factions, I believe, can actually have a few more trade carts because their tech trees allow it. I also can't understand why trade caravans add to food and not income, doesn't make any sense. This would all be ok but I can't find the code to change any of it either.
Agreed completely. This usually comes standard in any strategy game, Elemental needs such a menu for settlements, cities, heroes, and military units. Agreed on the tax rate too, tie it in with prestige and growth.
I don't understand them either. On that point, does anyone know how to change the caravan bonus from a food multiplier (which doesn't make any sense) to a gold multiplier.
[quote who="revjwh" reply="26" id="2756482"]I don't think people are protecting them - anyone can come here and read and realize what is happening. Hell, the CEO is admitting it. ... People have forgotten what community is about in the world - we've become corrupted by a consumer/capitalist philosophy that often lacks mercy and grace. [/quote] I th
[quote who="Quinn Nye" reply="2" id="2757278"] Perhaps a town needs certain buildings to build specific items (Ex: leather armor and Metal armor making methods are entirely different). This would allow certain towns to focus on particular objects/ units, as happens in the real world. Doing so would also lead to variety amongst the cities, which currently have few notable differences between them.[/quote] I like this idea (not for army creation or units but for so
It's certainly not the beta testers fault. Many of them spoke about regarding issues, reported our problems, and held dialogue with Stardock before it was released. If we're guilty of anything it was overconfidence in Stardock's process, which I'm certain we can see it as flawed now. Hindsight is 20/20 but it's a bleak reality staring you in the face when you look close enough. All the evidence was there and Stardock missed it. Nonetheless, this will hopefully be a pebble in t
What ever happened to gaming being fun? Everyone's getting so offended and politically correct here. I play games to ESCAPE and AVOID that reality. :( Now we're putting people into " Female Armor Approval Committees ", submitting suggestions for approval, and can't make Star Trek jokes. Sickening ... I guess my "Man Law" book should just burned too, eh? lol. /0.5 joking Anyways, like the poster above me said,
[quote who="Marks1381" reply="20" id="2755469"] We use our own home grown one “Kumquat” No offense, but if my parents named me this I'd be broken too. JK =D Anyway Thanks for the updates you guys are doing great! even if you don't come up with the greatest names.... I really do enjoy this team and the fact your sticking to this project really inspires us all. On a side note.- Now I know why thi
This is very sad to hear but I do hope that some good can come out of this. I don't want Stardock to go under or be enveloped by Electronic Arts. Brad, I hope you guys pull through this and continue on. Your one of the few developers these days that make interesting and unique games built on the classics. You guys are an endangered species in the industry.
I know this is just a temporary fix for underlying issues but THANK YOU! I just went 250 turns on a medium map with almost full # of players. The game ran smoothly the ENTIRE time... until it randomly crashed. But 250 turns is totally acceptable, I was sick and tired of crashing every 5-10 turns and getting ready to take a week break from Elemental.
Good thread, many solid suggestions.
[quote who="BGH122" reply="5" id="2755316"] ... Name: Egalitarian ... Name: Patriarchal ... Name: Matriarchal ...[/quote] Actually, those three options you created are kinda neat and would probably work to make [new] factions more interesting.
I must admit, it would add a little more flair to the game and uniqueness to women. I don't quite understand why (other then the programming prospective... which is easier) there is opposition to including this in games. Mount and Blade is the same way. Also, it shouldn't matter what type of a fantasy game this is... or if it's a fantasy game at all.
The reason they do this (because they don't HAVE to do this) is because of graphical clipping issues with the boots. It looks weird (but acceptable) when boots are worn with greaves because they can poke through. Personally, I'd like to have both boots and greaves... or at least adding boots to the greave models. It just doesn't look right to me. Luckily, there is an Armor Mod that allows for "thigh guards" which work well with boots.
Looks good. Looking forward to seeing what you make :D
That'd be pretty cool. No idea how to do it, or if it's possible, right now though.
At this point I can't think of any mods that are incompatable with the patch to begin with. Your fear is likely nothing to worry about. The "Units" folder, by default, has nothing in it except any custom sovereigns and units you've created. Or whatever else.