kenata

kenata

Joined Member # 2383943
20 Posts 701 Replies 12,520 Reputation

[quote]What do others, players/devs, think? Could this solution be implemented in 1.1?[/quote] I was recently talking with the devs concerning the possibility of making a city hub auto-raze on capture, and this subject came up during the conversation. According to the devs, they have no current plans at all to deal with this problem, which is actually why I made the OP. I think a lot of people understand that these multicultural cities really are OP, though as HeavenFall pointed out,

21 Replies 18,197 Views

[quote]TELEPORT SPOILS ALL ASPECTS OF THE GAME, almost whatever I talk about is connected to something spoiled by teleport. It is almost impossible to mention anything that has to do with strategy without realizing that it could possibly be spoiled by teleport[/quote] Personally I have never felt that teleport "spoils" any aspect of the game. Teleport doesn't really spoil diplomacy, nor city building, nor research. The only thing one could even argue is that it can play a heavy role i

13 Replies 45,836 Views

[quote]Nah, that would be Galactic Civilizations III. Or maybe I get lucky and we get an RPG.[/quote] I would play a Stardock rpg, then again, I would play GalCiv 3 too. I think in the end, whatever game SD puts out next will be amazing after all the things that they have learned from their last few games.

259 Replies 774,931 Views

[quote]Some buildings could have a tag about "Only works for Kingdoms" or "Only works for Empires", in addition to those of who can build them. For some buildings it would make sense and you would have it there, taking space without providing you with anything. You could always destroy it and use the space for something you can actually benefit from.[/quote] I actually think this is a fairly elegant solution, and I think you have hit the nail on how to solve the problem. [quot

21 Replies 18,197 Views

[quote]As far as i was aware in 1.1 you can build any number of buildings within a city anyway, since they will have maintenence costs associated with them now. This should go somewhat towards fixing this problem.[/quote] The problem is not the resource buildings in general. The real problem comes with the ability to get insane bonuses. Consider a city with a gold mine that has all all the gold bonus buildings for the kingdoms, and it is taken by the empire. This city can now build th

21 Replies 18,197 Views

I think this is one of those things that doesn't have a quick fix so to speak, but really needs to be dealt with. Consider an conquest only MP game where there are 4 kingdoms guys and one Empire guy. Every kingdom player in this scenario has a huge incentive to immediately go to war with the Empire player simply because if they fail to do so, their opponents will gain access to a huge bonus over them. [quote]Except with the way cities are built in this game without a 1 to 1 building s

21 Replies 18,197 Views

Since release I have read numerous posts on city spam or teleport which have stated how these features ruin the fun of the game. I have even seen posts with 10+ pages on the lack of epicness in Elemental, and posts on how the lack of sanitation is a problem. Yet, I think that the dominance of multicultural cities is something that should be addressed by both the community and the devs. A multicultural city is those cities which you take from another faction, where you get to keep all the buil

21 Replies 18,197 Views

[quote]Yep, i think 1.1 should be delayed until it is really complete. Releasing 1.1 without an initiative based combat system and without casting times is a mistake, because these are huge gameplay changes and an expansion that includes these changes will look like a new game.[/quote] I could not disagree more. In someways it feels like they have delayed 1.1 too long as is. While I am all for supporting the devs as they try to make good steps forward, waiting too much time will have

259 Replies 774,931 Views

[quote]So is casting time for spells confirmed in 1.1? If yes, then any idea what is going to pass for the MOM equivalent of 'casting skill?' No, nobody's said anything official about it. I'm just pushing for it. [/quote] I am in the camp that supports casting times as well. I think this one game mechanic would do a lot to balance magic in combat. Hell, even Arcane Doom on a Vigiliant Minion would not have been so OP if there was a 2 or 3 turn cast time associated wit

259 Replies 774,931 Views

Onionfighter, here is a fairly simple solution to your treaty issue. [code="xml"] </

3 Replies 7,219 Views

[quote]I'm having an issue with the death staff. it keeps crashing my game whenever i use it. My character goes to attack. then when his animation plays and its time for the death spells animation to start it just crashs to desktop. PM me or reply here if you have a simple solution i probably just did something wrong.[/quote] If you look in Gnilbert_FocusItems_Abilities.xml, there are references to unspecified values in the game modifier which sets the damage for this weapon. This may

94 Replies 282,118 Views

[quote]I'm bummed to read you can't mod this at this point. The great thing about modding is that everyone can season their gameplay to their taste uniquely for their game, without other gamers having to worry about wether they like the change or not, since they never have to see it if they don't want it. I sincerely hope they allow this stat to be modded at some point in the near future; this is really messing with my ability to enjoy the game, at the moment.[/quote] Yeah, in some

7 Replies 3,538 Views

I don't get people being so up in arms about the way SD does their anti piracy. It almost makes me think these people are ringers from other companies. I mean if you consider the incredible lengths that some DRMs make you go through just to play their games, I don't know why anyone would be so angry about making a customer simply register to simply get updates. Steam based games require you to be logged into steam to even play them, and EA was doing that thing where you can only install the g

15 Replies 6,475 Views

[quote]Screw sanitation and screw city builders. This is a STRATEGY FANTASY WARGAME you IGMO's. We don't need no stinkin (pun intended) toilets or sewers or wastewater treatment plants in this game. If you want that CRAP go play SIM CITY any edition. That's the problem with a LOT of games today they try to put TOO MUCH MICROMANGEMENT into them and they become dull and boring. I want to play the good stuff. Creating armies and fighting battles and discovering hidden treasure....that's a STRATE

52 Replies 133,706 Views

[quote]Is global mana to be per player, or purely global? Really must seek clarification, with a game as different from my norm as E:WoM is.[/quote] I think it is global in the sense that gold or metal is global to your faction.

259 Replies 774,931 Views

[quote]Can you imagine if we told Brad in the two necroed threads on this page that combat wouldn't be RTS, and that we'd be dealing with army sizes in the double digits at the absolute max rather then thousands?[/quote] 12 units of 12 troops for each of the two sides equals 144 troops which is triple digits. From my perspective, 100 troops v 10,000 troops is irrelevant as long as the combat is fun and the encounters are strategically meaningful. I have read a lot of posts since relea

259 Replies 774,931 Views

[quote]It's too bad resources cannot be traded when making treaties. I seldom have thousands of gold to throw around.[/quote] I completely agree. Personally I think that a diplomatic system similar to galciv would be nice here. Sort of an all in one diplomatic screen. This way I could broker a peace deal which included giving up champions, marrying off daughters, etc. Right now, each arena of diplomacy is so insular that complex diplomatic trades are impossible. Yet, I think this is o

7 Replies 7,821 Views

As for your first question, here is a detailed list of each road level and their bonuses as defined in roadleveldefs.xml: Trail (lvl 0) - Trade Multiplier: 1.0 City Tile Multiplier Bonus: 0.0 Cycle to reach this level: 0 Path (lvl 1) - Trade Multiplier: 1.25 <p style="padding

3 Replies 5,108 Views

[quote]I think this combat system is better, but is still very weak. Rolling a random number from 1-n with an opposing roll is so so random that it can easily frustrate players. I almost prefer no rolls where everything is predictable. Best melee system I've seen is Warmachine. It has a roll 2d6 roll + combat stat opposing the the defenders defense stat. If hit, damage opposes opponents armor value. This system has one fixed value and one random value with a fairly small range of values

259 Replies 774,931 Views

[quote]I cannot seem to negotiate any kind of deal with factions who have higher power ratings (even ones I supposedly have good relations with).[/quote] I find that since playing on the harder difficulty gives the other factions such insane bonuses to resource production, the player is basically left unable to trade almost anything for any kind of value. You would think that they might actually add the weight of the resource loss for the player to the value of the trade. It makes a d

7 Replies 7,821 Views

[quote]It is more the fact that it will not matter who casts a spell, the only diffrence between one hero and the next (when it comes to spell) will be what spell they will have access to.[/quote] Let me reiterate that the above does not say this at all, and since the current system rewards a player for making an army of super powered essence wielding super men, I am sure the new system will have more than one single stat controlling the difference between the sov and the heroes of va

259 Replies 774,931 Views

[quote]I think it makes more sense in a thematic way. Let' say you're building a Warlord/Warrior Sovereign and you put a heavy focus on your Strength I think that a small bonus to Warfare would be nice because in a thematic way it shows your Sovereigns dedication to "Way of the Warrior". Eh, give them a warlord trait that helps with Warfare research then, but for everyone else it should not.[/quote] I completely agree. I don't think sov stats should directly affect researc

259 Replies 774,931 Views

[quote]Argument Roads are built through the need for commerce. Conclusion Roads cannot be built to frontlines for war purposes or exploration. Fix.[/quote] Not to come across as defensive, but this was not my argument/conclusion. The argument is clearly stated in the first sentence where I state that roads are simply an underwhelming mechanic. As for a conclusion, I intentionally did not make a clear conclusion so as to allow for a healthy discus

27 Replies 23,853 Views

How come it seems like every poster who hates on city spam calls it an exploit like its a bad thing? Going back to the genre title, city spam itself is the 2nd part or the expand part, and the exploit part is literally the 3rd part. So if you are expanding your empire to exploit the resources, you are doing two of the four x's. Just because some of you want to sit back and detail each part of a few cities, it doesn't mean I want to do that. Ultimately the best solution is the one where your d

62 Replies 216,286 Views

[quote]Maybe 4x strategy games are not for you, perhaps you'd like FPS or MMPOG games more? The second "x" in stands for "expand" ("explore, expand, exploit, and exterminate"). Spam matches the "expand" aspect of 4x strategy games.[/quote] I am glad some one is finally standing up for the second x. I think city spam is not a bad thing, beyond the current problem of its being OP compared to all other strategies. A lot of people have said to me that city spam is awful because the AI mak

62 Replies 216,286 Views