When you move a group of units only the first unit uses up it's movement. This allows the group to move it's max range. Then all but the first unit can move out of the group for additional movement.
PyroMancer2k
As the title says changing SOV Race remove equipment without reimbursement. :) When creating my SOV I clicked the change race arrows and it removed all the equipment I had on but my points remained at 0.
When I hit end turn it crashed to desktop. While crashing it stop responding so there was no dump file I only got the dump file. Pastebin seems to be down so I posted it on dropbox. http://dl.dropbox.com/u/6399047/debug.err
I can see the potential issues but technically tech trading isn't in the game yet. You can go to diplomacy screen and add techs to the trade window but the AI won't accept any trade deals right now regardless of if you have the Diplomacy tech. As the for the issue I think the simplest solution is to have the research level increase for each tech traded. This would mean someone who trades to gain 3 techs would have his next R&D project level raised by 3 making it a long ways off. S
[quote who="RogueCaptain" reply="8" id="2601686"]We can't exactly 'beeline' techs in Elemental the same way as Civ4 or GalCiv2. That fact alone changes everything.[/quote] True. For example in Civ4 that low level tech you skipped is always going to be really cheap for you to develop should you decided to go back and research it. For example in one game of Civ4 I had musketeers yet I hadn't even research mysticism which is one of the first techs as I recall. Well getting that wou
I'd like to add a few more things. ;) I think this setup could help to promote specialization of cities. Currently the only 2x2 building that produces more then it's 1x1 counter part is the University. The university produces 10 RP while the smaller 1x1 building only produces 2 RP. The other buildings not producing as much is of course a balance issue but it does show us a nice setup that can help to focus specialization by having 3x3 buildings. For example imagine a 1x1 build
This can be achieved with simply having larger buildings. Right now the large market takes up 2x2 which is 4 of the smaller markets. Though it produces the same gold that is a simple balance change issue. But the same thing applies to libraries and universities right now and the university is actually higher output. It produces 10 RP while the 1x1 library only produces 2 RP. Thus the larger building is more efficient and it uses up the whole tile. Unless you plan on expanding it to a
[quote who="John_Hughes" reply="11" id="2601597"] The creation of an Army, as a general rule, does not reduce a cities over-all productivity. Actually, it often stimulates ones local economy. (now we can use modern wars) [/quote] Actually it increases the overall economic activity not the productivity. The factories at times may not run at 100% capacity because the demand for the goods it produces is not high enough. However in games such as this everything is always produ
[quote who="Tormy-" reply="3" id="2601234"]Boogie has said that the "item shop" has been implemented already in their internal build. IE. You can buy equipments for gold. [/quote] They are talking about "starting" equipment. Once the game is in progress it's a whole other issue. But when you first designing your SOV the same points to increase a stat or used to buy an item. Which I think is lame as it's better to put points in stats then go buy a weapon at that item sho
I along with a lot of other people like the ability to build up cities on the map. However this seems to be raising some issues in believability, balance, and mechanics. The Spaghetti layout as it's called means units can exit and enter cities covering large spans with little to no movement. A single level 5 city could block off a 11 tile wide pass. Siege defenders can defend whole cities stretched over an 11 tile wide area. Given these issues I was trying to think of how to keep the
Just a quick opening question. Why are cities only limited to level 5? I think that's a bit arbitrary. Next here is a list of some possible names in no particular order Settlement Outpost Community Hamlet Village Small Town Town Township City Grand City Metropolis I figure these names could help better open up discussion on different names and their order
[quote who="Tasunke" reply="1" id="2601481"] honestly the House, Market, Factory (paper rock scissors) of Spore was my favorite part about that game ...[/quote] Yea that's because it was about the only thing "complicated" and thus interesting about it. Spore had cool tools for making 3D models but that was about it. I wish they had released the game they original advertised in early development where placement of parts mattered. I like the idea though it could be really h
I was just moving units around when the game CTD. Debug: http://pastebin.com/qLeSjcyL DxDiag: http://pastebin.com/8kPF1H6p Dump: http://dl.dropbox.com/u/6399047/Elemental0_302-2010-04-23T04-03-40-607.zip
[quote who="StillSingle" reply="87" id="2601084"] 2) I believe I've said this before, having buildings that need prereq buildings is a terrible way to go. Too steeped in Starcraft and C&C, which works well for RTS games as it stops spam of high level units at the beginning of the game, but for Elemental style game, just requires yuo to remember spreadsheets of building flowcharts. In the Beta 1Z3 1st balancing pass for cities, they have used city level to
I love doing that in Civ4. I would race up a narrow path in the tech tree and then trade that advance tech to other civs for the tech I missed. That way I always stayed ahead of the pack in tech. This was mostly a problem of poor AI rather then actually a balance type issue. This topic though does raise an interesting question on how tech levels are going to be handled with tech trading? Each time your research something your tech level goes up and it takes longer to research somethin
[quote who="John_Hughes" reply="2" id="2597787"]Or an argument to allow a "Spaghetti City" to be attacked on a Tile by Tile basis, [/quote] Yea I'm actually more in favor of this. I like being able to build the cities up but it does create a lot of problems when all tiles are treated as part of the city's single tile. The devs have already mentioned how they like the idea of pioneer outpost being capturable as it forces the player to choose between defending their cities a
[quote who="StillSingle" reply="1" id="2600029"] 2) Offensive interercept. Where you can already see a unit, basically make your unit follow/catch up to, that unit until it reaches it or it gets out of LoS. Definately no % chance here. Either yuor unit is fast enough and can see the unit or it is not.[/quote] That is pretty much what Move to Unit command is though. Only it works on both friendly and hostile units. If it's an enemy unit then it's a ch
I think it is viable to make people value Specialized cities but without the need to add overly complicated mechanics to the game. And here are some suggestions. 1) Increase the number of unique buildings and reduce the number of duplicate buildings a city can have. This way if a city wants to say go heavy research their would be several types of R&D buildings that are kind of limited but also a lot of buildings that instead of adding a set amount like libraries, schools, and univ
[quote who="XeronX" reply="82" id="2600535"] I had thought of a global pop limit at one point but that would never work because eventually attrition would take it's toll on everyone. But what about a Turn based Growth pop limit.. I.E. Depending on map size the worlds pop grows by X people a turn. So say on a very small map turn pop growth is set to a max of 10. There are atm 3 players and a total of 7 cities on the map. So the the system makes
[quote] Quoting taltamir, reply 1741. because there is no demo I don't believe this is justification for piracy at all. Many games today do not have Demos - which in many cases actually helps them sell because the game is absolute rubbish - however YouTube offers hours of gameplay footage of even the most obscure games and between the numerous reviews and forums you'll find a wide variety of opinions to gauge the qualities of the title in question. Not sure? Then
[quote who="BoogieBac" reply="1" id="2597784"]This has been fixed for the next 1Z update [/quote] When is the next update? So we can start spotting other bugs :)
[quote who="Twilight_Storm" reply="178" id="2599578"]To your first paragraph, I recomend a program called Alcohol 120% if you're just not wanting to carry a bunch of discs around with you when you travel. That negates the need for piracy since you should already own the discs. I use it to back up all my discs. -Twilight Storm | My life for the Dahkri[/quote] Alcholol is not free as I recall. So I have to pay for another program to get software I already paid for
I find it sad when I have to go to pirate sites to get cracks for games that I purchased. I have several games installed on my machine at any one time and on my laptop. When I'm out an about or even at home I don't want to have to constantly swap out CDs just to play a game. This is especially true with a laptop where you don't want to carry around every disk for every game you have installed on it just to play. Online verifications are also annoying cause again with laptops you might
[quote who="Frogboy" reply="10" id="2599126"] There is a considerable camp for doing a 4-bit (16 color) style intro with SID chip (C-64) style music. There's also a camp for doing a proper impressive intro as well. [/quote] Why not do both? A lot of games have an story/dialog intro that explains some of the history before it cuts to some full CGI or ingame rendering of present events playing out. The 4-bit color mode could be the story book history of the worl
[quote who="Climber" reply="77" id="2599450"]I have no problem with "Pyromancer's suggestion of making prestige diminish as population grows" although I find that a bit artificial and does not appeal to me. However, I agree in principle that for any large city, pop growth plateau due to over crowding/difficulty of admin etc. [/quote] I don't really see it as artificial. As in real life the more a city improves the more attention it draws to moti