[quote]Personally, I like having a lot of goodie huts. But, there's just something not quite right about matching goodie hut availablility to a tech research improvement. It's like matching perception to research, just doesn't make sense .. people eat food not buildings. What would make more sense to me would've been to have a "perception" trait and a "search" function (right down there with the "shop," "trade," and "guard"). A hero could search any square comparing his "perception" to the go
kenata
[quote]This brings up another point: if you end up spamming cities just to get a ton of citizens and don't spend building things to protect them (keep in mind its always harder to defend 3 cities than 1) enemies will be able to snipe out your supply lines and halt your production in times of war. [/quote] This brings up an interesting point about city spam. Say I am on a penisula which is large enough to house 10 cities packed to the brim and has a bottleneck mouth. Then I need only
I like a lot of the proposed changes I have been hearing about, but the specialist things still kind of bothers me if they are a global resource. I understand the idea is kind of like a modern community labor force, where all the specialists can easily move from one city to another where they are needed. Yet, that kind of labor force requires a large quantity of highly developed social structures to function, and as any one who has to commute to work knows, it doesn't necessarily function wel
My best advice for beginning with elemental modding is simply "Don't be afraid to break stuff, because that will happen." I think you will find that there are several good tutorials on modding different aspects of the game, which should get you a jumping off point. Also, many good modders spend time on irc.stardock.com in the channel #elemental. Feel free to come in and ask questions, most of them don't bite too hard.
Having reflected a bit on this, I can say that it probably shouldn't be allowed to happen this way. I think it might be more interesting if the game had a sort of natural saturation cap on how many goodie huts can be in any part of the world at any given time. This would then necessitate some change in the adventure tech line, such as adventure techs wouldn't spawn them directly but simply increase how many and how often they trickled into the world up to the saturation limit. Looking back at
After 400 turns and what looks like a momumental endeavor not to use any of the goodie huts, this is more of a hilarious joke than a serious problem with the game. I have never felt there to be a significant problem with the spawn rates of goodie huts or quest locations at all. What pace/map size is this?
[quote]The faction differences in EWOM should be as different as "arachnid" vs "terran," but right now there's no observable differences between the factions:[/quote] I don't really agree with this as being as significant issue. Currently, the different factions are fairly different in several key factors, available weapons, improvements, bonus recruitable units, techs, and faction bonuses. While these may not feel observable, they do have significant effect on the employed strategies
[quote]Things get broken, or appear broken, when the suspension of reality is removed (i.e. buildings don't eat food, people do). Even spells have some logic associated to them, higher level spells & stronger spells should have increased mana costs, when this "logic" is broken, players revolt (increasing the teleport cost to 15 from 5).[/quote] Immersion is a key factor in every entertainment medium. When done right, suspension of disbelief happens naturally and the medium draws y
[quote]should be a limit of 10 rings, 2amulets, one necklace [/quote] This is a kind of limitation which seems to emulate reality, but what if you are Mr. T? Hell, most married women have two rings on a single finger. For those who have not followed since day 0, there used to be no limits at all and heroes could put on like 40 move rings and and get like 42 move with organized so entire armies could fly around the game world. In some ways this was definitely not desired, so they made
[quote]these should all be put in an event-list, like that which already exists for finished buildings or unit training. Then the user can go through them at his own pace.[/quote] I agree with this idea of extending the event list to show all sorts of other information. I think it should also show units with move points and no orders. Sometimes, I forget about which units I have out exploring or on different fronts, especially those who were auto moving due to orders but have since st
[quote]Now compare Elemental forums: 8 top level boards only. (Not including off-topic boards here). No sub-boards. So everything is all jammed up in every board. Mods board especially needs to have multiple sub-boards for Graphics, Python, C++, Faction Design, etc so posts aren't all jammed up. Also, major mods need to start getting there own sub-boards to give more space for relevent mod development and discussions instead of all crammed into one thread.[/quote] Here
bump.
[quote]The people who are unhappy don't stick around, they go away. Hopefully they'll return if/when the game improves.[/quote] I think a lot of you don't fully understand the ramifications of what Heavenfall is saying. The community didn't simply lose some trolls wanting to flame a game's forums, but we as a community have lost fair amount of interesting and talent people. It is these people that we should hope come back. As RavenX and others have pointed out, the community is slippi
[quote]So really stop with these senseless threads with UNofficial demands since you aren't an official of anything or any group or anybody but yourself.[/quote] What I think you may be missing is that the OP was written by a forum member who was so "dedicated" during the beta process that he was given a mention in the credits of the game, and has gotten direct lines of communication to frogboy and other stardock developers. And like so many other people who have dedicated themselves
[quote]How do I destroy improvements?[/quote] Open the build improvements pane for a city and you should see a shovel looking icon which is the destroy building button. Press it and the select the building you no longer want. [quote]It appears that they only raise the percentage multiplier of food, [/quote] This is all that happens with caravans. They give a multiplier to the production of food if and only if the city is already getting fo
[quote]I build cities everywhere. Only rarely do I skip large empty areas. This is basically the city-spam issue. There really is no downside to cramming a city into every corner of the map.[/quote] As of 1.09E, only a few building have maintenance cost and most of those tend to become meaningless as time progresses. Not only this, but cities freely produce influence, can generate caravans, and can produce the same amount of troops as a level 5 city ( though ma
Thanks for the input Heavenfall. I actually forgot that I had placed a reference to a kingdom only tech. I will be updating the release to include a Empire workable version.
Woot! My first release for this mod is finally complete. I welcome any and all feedback.
This mod came to me recently while I was thinking about how to give players a good reason to build and lvl up cities as high as possible. The idea here is fairly simple, A central building which levels with a city and unlocks new and interesting improvements. However, there is a catch to this building and its improvements, which is each level of the tower only allows you to build one of the various improvement and some require another improvement to have been built. The idea is to both give a
You could try the tags for required city lvl for this. Look at the various buildings to find an semi appropriate tag and see if it works with base units. However, I am not sure if this will work as no other unit works like this. You could also tie the pioneer to a building of some kind which requires the city level you want. However, it may not work since a pioneer is a starting unit type for every race. Now, I will point out that this kind of change may have undesirable effects f
If one wants to refer to Impulse as a DRM, it would be a overstatement since impulse is not required to play the sandbox or campaign game modes. A DRM makes a runtime check of some kind to ensure your ownership of the game, while Impulse is simply a secondary program used simply to update your game. Would you make the same claim if a Stardock put the updates on the website and required your serial to log in, like they did with GalCiv2. From my perspective, this is the same thing as requiring
[quote]Well, I hope you plan on putting a great big army in that great big metropolis while it's taking forever to build up all those nice buiding improvements, because I'll take my 10 to 1 combat unit production with each of my 10 dinky outposts pumping out military squads over your one big fat metropolis anyday. And once I take it down with my 10Xsize military, I'll have the benefit of a great big fat metropolis too with all the nice building improvements you just built for me.[/quote]
I firmly disagree with the OP. The following are the major arguments against city spamming: 1) The more cities you build, the more units you can build. Since building units in elemental can only be done one at a time in any given city, the more cities you have the more units. Yet, as the game progress and companies begin to appear, lvl 1 cities can not produce these units and lvl 2 cities can not compete with the effectiveness of a lvl 4-5 city. I think a b
Isn't it possible to just use UnitStat_HitPoints to get MaxHealth?
Here are somethings I would love to see added: 1) A Attribute for city improvement game modifiers, called AdjustAttackingUnits. Currently the game only supports adjustments to defending units, AdjustDefendingUnit, but what about improvements that have an effect on attackers. Like a boiling oil improvement that make attackers take damage based on their unit size ( a lot like the Artemis System Net in MOO2) or even some kind of tactical mana regen debuff.