LNQ

LNQ

Joined Member # 2382998
71 Posts 747 Replies 15,554 Reputation

Difference between IReactor and SWorks is that IReactor won't require you to log in to Impulse or have an Impulse account. So it gives the developer more freedom. It's actually quite a big of a difference. Like having GMail without a Google ID. Questioning Island Dog's preferences to rather buy the game on PS3 than PC w/SteamWorks is pretty funny. Do you really find it strange that a Stardock employee has a problem buying a game from a vendor who is trying to undermine their own compa

94 Replies 234,655 Views

Since Elemental is a new IP, I'll focus on one-off games (with one exception). Terra Nova Archimedean Dynasty ... and last but not least, Interstate '76 (don't dare mention the horrible sequel). Worth t

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I don't want keyboard support for my console games. If online console games had keyboard support, you would be forced to play with a keyboard to compete. I'd rather play with the gimped controller and not take things that seriously. It's more fun that way.

46 Replies 90,473 Views

[quote who="arstal" reply="106" id="2695259"] Forcing peace treaties would be a great anti-rush mechanic, though it would likely only work once, you'd build up a big enough DC defecit that it wouldn't work twice, but it would give time to raise up some sort of army or get help. [/quote] Exactly, being able to force a peace for a short while would be really good to at least give the game a fighting chance against the dominance of conquest victories in MP.</p

144 Replies 448,334 Views

I like the automatic road system, but Inns should really work as road magnets. If there is a inn along the road between two cities, the road would make a slight detour in order to go by the inn. I seriously also love the idea of inns only spawning along roads after some have begun to form. Also, I'd wish the road placement to be sensible - if there is an existing road that leads to the city close by, rather intersect with that road than build another completely separate

287 Replies 654,597 Views

[quote who="arstal" reply="99" id="2694890"]I still think DI should be allowed to get minor civs to join you, and force peace. (the weaker you are militarily the more DI should be required)[/quote] Seems like these two ideas are getting quite a lot of backing already. I hope they are seriously considered. This Diplomatic Capital thing really gives the game a new interesting aspect to it. Before this I wasn't interested in the diplomatic tree in the slightest, to be honest.

144 Replies 448,334 Views

[quote who="arstal" reply="99" id="2694890"]Also DI should be allowed for recruiting heroes, as a substitute for gold. Certain heroes would prefer one or the other.[/quote] Good idea, I like this. Perhaps Diplomatic Capital could also be used to recruit enemy Champions to join you if you are at peace with that kingdom, of course at a much, much increased price.

144 Replies 448,334 Views

Also, you want to keep the DC system as simple as possible, so that people actually understand what it is for and how to use it in MP. A system that works something like BaseForcePeaceCost * (EnemyMilitaryPower^x / (YourMilitaryPower^y * YourDiploTechLevel)) = ForcePeaceCost would be simple enough for anyone to understand - the more powerful a military might you are, the harder it is for anyone to force peace upon you. Also, the stronger of a military might you are, the less i

144 Replies 448,334 Views

[quote who="markieness" reply="68" id="2694075"]For example setting up a trade as a Kingdom with an Empire could cost X points. Breaking a treaty prematurely could cost X points. Declare war Kingdom vs Kingdom or Empire vs Empire could costs X points. All tech trading could have an inbuilt point cost to prevent it becoming abused as it often does. Infomation gathering - they could be used as a form of espionage points. Eve

144 Replies 448,334 Views

Well, that's an option but if you don't limit their use somehow, they need to be made much, much weaker. I'd like it better to have them stronger but with caveats like the one I mentioned. My opinion only of course. :)

29 Replies 68,160 Views

Dragons (and other über monsters) should only be controllable for a limited time, until they turn on you / fly away / cease to function (golems/constructs). Such limited time monsters also shouldn't be able to heal, so that it would be worth it to actually battle them rather than just run away with all units.

29 Replies 68,160 Views

[quote who="Soletestament" reply="65" id="2694061"]But if DC was only aquired through marriages and family ties.... well then there ya go. [/quote] Rather just make marriages between kingdoms and children born from such marriages one additional way of gaining diplomatic capital.

144 Replies 448,334 Views

It's ok for diplomatic capital to function mostly only against the AI, but the one function it should have in MP is to force a peace with another player. This would enable players to actually play (and WIN!) the game in peaceful manner via a diplomatic route, even against human players. If you want to force peace with a human/AI player, it should cost you X diplomatic capital per turn, depending on how weak your kingdom is compared to the opposing kingdom. Hence, if you are able to ge

144 Replies 448,334 Views

I had the same problem (with the same OS) when I started 3C for the first time. On the second try it worked normally. I didn't do anything differently, didn't even reboot or restart Impulse.

7 Replies 2,228 Views

[quote who="SolarVengance" reply="16" id="2688935"] I have also worked 12hr+ days for 3 months and know that it sucks the will out of you to ever program again. I know that Elemental will be great in the end, but I'm just fearing that a too early release will affect the first impression of this game too much. Lets hope it isn't so! [/quote] First I'll just mention that I agree with long hours of programming sucking the wi

30 Replies 18,653 Views

Here's a quick list of different quest hut ideas I could think of (I don't remember which level the current quest huts are so I apologize if I made a mistake): Level 1: Inn (roads, close to cities), Refugee Camp (anywhere a bit more recluse than Inns) Level 2: Witch Hut (Marsh/Forest), Monastery (Plains/Hills) Level 3: Ruins (Anywhere), Thieves' Guilds (close to cities), Feuding Camps (of Humans/Trolls/Whatever, anywhere but quite rare) Level 4+:

9 Replies 11,537 Views

[quote who="Annatar11" reply="3" id="2688712"] G) Quest hut lifespan. I've thought about this and personally I sort of like it, but the problem with the idea is the randomness of the map. Unless the map generation can guarantee relatively fair access to the quests for each player, it might not always be fun. Maybe your start doesn't have any marshes anywhere close. Especially if you combine it with your suggestion about quests serving as a pre-req to a new quest level, it woul

9 Replies 11,537 Views

Picked this up from another thead. Some more good ideas. Hopefully DeadlyShoe doesn't mind. [quote who="DeadlyShoe" reply="54" id="2688503"]Quest feedback: I'm underwhelmed by quests. Most of adventuring is wandering around, grabbing free loot. Sometimes you beat up weak monsters. Virtually all the quests/notable locations are 1-2 step at best with little flavor or adventuring to it - random MMO quests are far more detailed. The rewards from adve

9 Replies 11,537 Views

I don't know, it'll just be a different system. Not being able to move after attacking doesn't automatically make it any less tactical.

274 Replies 393,526 Views

[quote who="Tormy-" reply="184" id="2688572"]What is the logic behind this? [/quote] Obviously to prevent hit and running.

274 Replies 393,526 Views

Inspired by the release of 3C, I wanted to put my thoughts on the quest system in writing. I'll try to keep it as condensed as possible. I love the quest system. Quests are great and it's a really cool part of the game, almost completely unique to any 4x game. At least any I've played. I can easily see myself playing the game quest oriented, focusing on completing them and being more of an adventurer than a kingdom-builder, winning the game that way. Some things do kind

9 Replies 11,537 Views

Hey, I just wanted to thank the team for being more open and responsive to the community during the development of the game than any other AAA game I've seen before. This really has been a once in a blue moon event, being able to affect and discuss the development of what's surely going to be a game to remember. So seriously, thank you a lot for all the hours and love you pour into Elemental, and I'm really, really glad you're actually taking in so many great ideas from these boards i

0 Replies 1,146 Views