The name of points required for casting spells, Mana, is too easily mixed with the name of points needed to learn spells, Spell Points. Spell Points == Mana in almost all other games. This is why in my opinion the name 'Spell Points' should be changed into something else. For some reason my list of suggestions didn't go through, here's another try: Magical Knowledge Arcane Knowledge Spell Knowledge Arcane Points Arcane Lore
LNQ
Okay, I've played the beta enough to have finally made up my mind about this issue. The goodie huts, inns and such stand out well in the cloth map, but in the normal graphical view they blend in with the scenery so well that I actually prefer playing most of the game in the cloth map, just to make sense on what I'm looking at. There are two main offenders: 1) Goodie huts and quest locations. I absolutely must have an option to have some sort of a glowing circle / square around
I agree especially with two aspects of the original post: 1) City building is immensely boring. There are not enough reasons to think about which way to lay out our improvements. We need much more motivation to place improvements in a certain pattern. As it is now the only two reasons to actually plan tile placement is a ) blocking the enemy from passing through the city and making our units able to reach a certain tile quicker and b ) to reach a certain resource tile.
It's hard to know what the correct arcane knowledge and mana levels are, but here are some spell suggestions: Spell Name: Winds of Maturity Strategic Arcane Knowledge: 10 Mana required to cast: 3 No. Target child matures faster when this enchantment is active. Spell Book: Book of Life Note: An off-beat spell to give more variety to the spells in game. Can be useful if you want to buil
I just want to piont out that it's not always good to give more options. Makes things seem unpolished and not thought through. In this case I would have a checkbox - scaling on / off. Default off. No slider, the slider seems like unnecessary micro. [quote who="endofdayz" reply="27" id="2668138"]I think them growing and shrinking takes away from that "Epic" feeling you should get as you view your surroundings.[/quote] This is exactly the reason I don't like scaling. It comple
I dislike the scaling. A lot. I'm completely with Raven X and GASherbert on this one.
Aura of Fertility - Increases the chances of getting babies. Still have to be married though. Winds of Aging - Cast on one of your children, he/she will advance in years quicker until reaching adulthood. Planar Sanctuary - Create a temporary gate to a sanctuary on another plane of existence, where an army can rest and recover health just as if they were in a town. They cannot be attacked while in the sanctuary.
I'm fairly confident that 'closing the public beta' means that we no longer get to participate and they continue testing internally only. This will happen once the game is nearly finished and they need to do some final tweaking that we are not that useful for. Also, it's much faster to develop when you don't need to roll out betas to many people, so having an open beta running during crunch time might not be that good of an idea. Regardless, there won't be that big of a gap between re
There's so many dynamic things happening in the brain that it would be interesting to know how to actually replicate that with a computer. It might not be as simple as getting the computing power up to par, or rather the estimates of the computing power required could be way too low, just as with the estimates to the complexity of genetics was. It's also interesting to see if Moore's Law remains to hold up when we can't rely on transistors anymore. Much of Moore's Law has had to do wi
[quote who="Demiansky" reply="155" id="2659274"] The reasoning lies in the complexities of proteins, steroids, lipids, enzymes, sachyrides, etc. and tha massive number of interactions they have with one another. Most genes produce or regulate one of these mechanisms and each one generally has a broad range of influence. It's not like building with legos. You can't just snap away a part of a body and clamp on another. If you were to compare it with leg
Would be better if they were small settlements as someone pointed out. As they are now they're detrimental to the atmosphere. I find it strange that the lore with Random House etc is advertised so much but then you don't care that much about the consistency of the game world.
[quote who="Demiansky" reply="147" id="2657422"] Designer People: The idea that we can one day in the near future create "designer people" with a broad range of selected genes is possible, but *very* limited. Most genes code for proteins that very active and influence a broad range of other proteins. We'll probably only ever be able to add genes or cassettes of genes to a person's genome that are simplistic and not very active. The primary application will probabl
Here's a very good article in the latest The Economist on "Biology 2.0", or in other terms, the stuff I was talking about relating to modifying creatures. The first article is about Biology 2.0 in general, the second one is about the synthetic lifeform created this May. http://www.economist.com/node/16349358?story_id=16349358 - Biology 2.0 http://www.economist.com/node/16349380 - Inhuman genomes I urge you to read these. Enjoy! PS. Note that there are even more
I would like tabbing buiilding very much. There's too many improvements available to easily use the current menu. Also, tabbing could reduce the build menu size, I wouldn't mind it taking a bit less space.
Make the husband/wife disappear for X turns, stating that he/she is accompanying your Sovereign for a wihle, before you get a new baby. Then let him appear wherever he was before and spawn the baby there.
Sure, will do. Sorry.
majiger, you keep saying that you understand it's a beta but it kinda feels like you still expect a bit too much from it. ;) I'd suggest post your comments on the suggestions forum, then put the game on a shelf until release and then try it again. If you keep playing the beta and become really fed up, you might end up disliking the end result too even though it would be awesome. Better to take some distance if you feel burned out I say.
I posted this idea that came to my mind about the housing/garden issue on another thread. Reading through the threads it seems like a lot of people echo my thoughts about the tedious housing issue. The best idea I've read so far is to make housing not count towards the tile limit. I would like to take this further. Here's my idea: 1) You don't place housing manually around the city, they are placed automatically when you decide to build houses. 2) Hou
[quote who="gapper4" reply="36" id="2651592"]Seems to me that people who find it "tedious" to have to place structures "on the actual map" (the horror, the horror...) should be playing Civ or TW instead, where the whole city concept is abstracted to one tile. City management, if anything, is already too easy in Elemental. Please, Stardock, don't dumb it down any further. [/quote] Considering how many enthusiastic beta players have voiced their concern about this, I'm not sure ignoring
Makes the cities look really blocky - having the buildings a bit more dispersed and then add some cosmetic touches (roads, fences, fields) to make it look like more of a settlement would do wonders.
Considering what a dangerous place the wilderness seems to be with all the monsters and bandits and such, I too find it really strange that inventors, loremasters and merchants walk alone with no apparent purpose. A merchant should have a relatively famous shop set up somewhere in the wilderness. You can go to his shop and recruit him there, or if you have a prestigious enough city there's a small chance that he'll be visiting your city and offering his services. Same goes for wizards in thei
Placing huts and gardens is interesting in some cases from a tactical perspective, but the vast majority of the time you just spam them away. After all it needs to be interesting for more than a couple of first times. When you build up city number 15 in game number 100, will the rare occasion of being able to block one path between mountains really worth all the micromanagement you have to do to achieve it? With other improvements this is alright, but housing and the gazillion gardens, not so
I guess that's the issue, it was one tile too far away or something. One more reason to at least have some feedback in the build menu as to why the farm isn't buildable. It's a problem that you can't clearly see how far away you can build improvements. Really unintuitive for a new player, this current system. I'd rather there be clear borders within which you can build improvements and get rid of the 'adjacent to existing buildings' requirement. The Tetris minigame isn't that interesting.
Topic says it all. Auto end-turn triggers after I move only one of my units.
[quote who="SpartanFry" reply="15" id="2650780"] Having random encounters where a building becomes unique would be pretty badass, the oldest school +2 research points and +2 prestige... Or some cool stuff that would make a few buildings unique would add a nice touch. [/quote] I love this idea. Have random events that make some buildings in the cities special. The effect doesn't have to be anything superb, but to add flavor. "The annual festivities at your market becom