TheProgress, Frogboy has stated that with Elemental he will actually have a team (of some 4-5 people) doing the AI. On GalCiv he did it by his own.
LNQ
I thought about this for quite a bit. The first reaction was "customization of course!" But I changed my mind after really thinking about it. I will enjoy the game more if you have the 10 factions and good amount of lore and art for each. I vote focus on the 10 factions. Let's focus on the customization later on.
As you Frogboy stated, you get to do the built-in races only once but you can add customization options with expansions. I would love having both. However, even with the new customizable stuff, I would prefer having some sort of a backstory tied in to the lore. This backs up your idea of releasing the added customization options later on with expansions, giving you time to write additional lore for them. Some criticism on the lore of the game though. To describe myself, I'm not
In my opinion 'City' sounds pretty massive for a medieval settlement, so I think it's quite alright for the top level name. If I have understood correct, settlements aren't supposed to be as massive in their scope as in Civilization for example, so it's nice for the names not get out of hand. The only other choice would be to have some sort of an adjective before 'City' if you ask me. Grand City didn't get much support but there are other choices. How about Royal City
[quote who="BoogieBac" reply="2" id="2597910"]To a lesser extent, one of the faction bonuses makes use of this with 'Sacrifical Altars'. The actual improvements haven't been checked in yet, but it a fun way to play as an evil sovereign. [/quote] I'm sure there's also room for Gladiator Arenas that give prestige but reduce the population of the settlement by 1 every X turns due to deaths during spectacles. Oh, and labor camps giving production but killing off some weak workers. W
[quote who="Magicke" reply="9" id="2601766"] Not a fan of metropolis either. Yes were nitpicky it appears. I agree with John_Hughes for the most part and this small detail can be fixed/altered later and is not a part of debuggin atm. Even if its only something you will see or read about in the manual. [/quote] Actually on the contrary. This is the exact time when gameplay terms should be looked at. As more and more content is brought in, it'll be harder and har
Cool Frogboy, that sounds better than what I proposed. I just didn't like metropolis to be honest. The other points came as an afterthought, didn't matter that much. The reason I originally thought about changing Town was that I (as a non-native English speaker) have some difficulty seeing the difference between Village and Town. To me, Township sounds distinctly bigger than either of those two, but smaller than a City. But I do agree that it might sound a bit out of place.
Hehe, I'm just weird I guess. ;)
I don't like the names 'Town' and 'Metropolis' for the settlement levels. Especially 'Metropolis' doesn't feel to fit the theme of Elemental. Instead of Outpost Village Town City Metropolis I'd go with Outpost Village Township City Grand City The original meaning of metropolis ('mothercity' from greek) is of a capital or the city of origin of
I don't like the names 'Town' and 'Metropolis' for the settlement levels. Especially 'Metropolis' doesn't feel to fit the theme of Elemental. Instead of Outpost Village Town City Metropolis I'd go with Outpost Village Township City Grand City The original meaning of metropolis ('mothercity' from greek) is of a capital or the city of origin of a
There's some sort of a bug with the timezones / 24h clock. I set my options to 24h clock and GMT +2. It is at the moment 00:50 on April 22nd. On all forums, it displays Apr 21st posts as "Today " and posts made during the last 50 minutes as "Apr 22nd ". In other words, it somehow doesn't understand that the day has already changed for me.
I don't share the same taste in game intros, apparently. Frogboy seems to love tiny characters running around the menu screen quite a bit, I prefer more cinematic intros. http://www.youtube.com/watch?v=Lrp_vOSLkXE ( The Settlers II: Veni Vidi Vici ) This sort of stuff is more of my thing.
I like perfectionists, or at least ambitious people. So bring on the next Z!
Forgboy, man, you're the hero and messiah of PC TBS enthusiasts around the world. And PC gamers in terms of proper publishing too, for that matter. I can't believe even the development of Elemental is getting that much flak from people wanting it to be released early. I know I don't really have to write this as you aren't really upset about the complaints at all, but I want to write at least one post showing my appreciation for everything you do. I think it's really cool you address the compl
For people not sure if it was implemented: The button should show up *always* on NPC stacks. It is grayed out if you don't have enough charisma, and mousing over shows you the charisma requirement. One more thing about recruiting is I don't know if there is a range check at all on recruiting. Since all you need to do is click on an unit and press the recruit button, can you have your Sovereign at one end of the map and recruit a NPC stack from the other end as long as the stack is vis
It would be much more logical for recruiting to be an option when you try to attack a NPC unit. You would have a 'Declare War', 'Cancel', and 'Recruit' buttons if you're not at war with the NPCs. Also, recruiting should cost gold if you ask me. Or a mix of gold / items / materials. It would be cool if there were some special NPCs that you would be able to recruit but only if you bribe them to join you for some cool swag. For example a priestess that you can only recruit if you trade h
If you recruit an unit / an army, it doesn't provide a field of vision until you move the army. For example, you can recruit the unit, then move away from it and the unit that you now own disappears into the fog of war. Selecting it isn't enough, you need to move it in order for the game to understand that it is your own and should provide sight.
EDIT: I'm actually not sure if the unit in question is a sovereign, but it has a lot of traits just like sovereigns have. I was able to recruit the enemy sovereign, Lord Blackstone, as he was in an army with a recruitable champion. Also, recruiting doesn't seem to cost anything - I don understand why I wouldn't run around recruiting everything I can? debug.err, screenshot and savegame to be found at <a href="http://linque.pp.fi/Elemental/RecruitB
The 3D portraits do not work for me. I have a relatively new setup, pretty much all other games work great. You can find my DxDiag.txt, debug.err and two screenshots displaying the problem at http://linque.pp.fi/Elemental/GraphicsBug1/ The problem persists in game, when sovereign selected the medallion doesn't show anything.
There's a typo, hopefully only in the change log: "Senic View" should be "Scenic View".
I don't want to spam the boards with silly topics, so I'll ask here from the older betatesters: do we get an e-mail notification when a new beta version is up or is it only announced here on the webpage?
I actually kind of agree with the notion that having gold as a relevant currency in the world right after the cataclysm is kind of silly. I'm trying to think what would be a better system. Here's one idea that came to mind: You start off without any currency. When you stumble upon the first goodie hut that would give you money, it displays an event, something like "You stumble upon a stash of trinkets from before the cataclysm. People hold these things dear to them, you can use
[quote who="John_Hughes" reply="183" id="2585118"] I also agree that I will hold off judgment on the new resource model until after 1Z is Compiled, Staged and installed on my PC, and tested thoroughly, before getting to... [/quote] I would hold off judgment until a couple of balancing passes after the global economy has been implemented.
And remember to select 'show prerelease versions' or something similar from preferences so that the beta will show up once you're in.