The adventure tech tree is mostly garbage right now. I agree it does need an overhaul on how it is handled. Here is what I think it should be more like. Explore Ruin Techs - Give you bonuses to finding more and better stuff when exploring ruins. Quest Unlock Techs - Give you higher rewards from questing and make them spawn a lot faster. Recruit Techs - Lower the cost to recruit heroes and possible have more heroes spaw
PyroMancer2k
Well since it's now Beta 2B and magic is back on the table I figured I'd bump this thread. Since I originally posted it and magic wasn't really a priority it seems it got completely ignored.
Adventurer tree needs a major over haul. Besides being lacking in terms of production ability it is very thin and there is very little to DO. Now where to begin? 1) Heroes SUCK. - They cost way to much and not worth their wieght in combat. Most cheap heroes are not much better then a couple peasents which run you 10 gildar yet they cost 100-200 or so. While you can buy some higher end Heroes later that cost 1000-5000 gildar or more. And even they they only have combat
[quote] All tech trees enabled. That means Diplomacy, Magic, Warfare, Civilization, Adventure, Imperium, Conquest, Sorcery, Domination, and Cooperation. [/quote] [e digicons]:omg:[/e] Wait... What?!?! There are more tech trees? I thought the 5 current were enough. Granted they do need a bit more filling out. [quote] The HUD will be in. This is something we’ve been playing around with for awhile but didn’t want to pu
[quote who="Nick-Danger" reply="1" id="2658500"]Do you have a unit like a ship or caravan that is moving and its path is blocked? That will prevent a turn from ending. The end turn button is not grayed out when this happens as the unit is trying to complete its move.[/quote] Well I have the save file posted so you can see for yourself. :) I don't have any ships but I have several caravans that have been running around for quite a while so not sure why their path wo
[quote who="Anomander" reply="8" id="2653441"] 100 years from nothing (utter destruction) to disposable incomes, fairly large scale fermenting and the security to share a pint with mates. It makes the cataclysm seem like an annoyance![/quote] Hay a lot can happen in 100 years. Look how far we have come in the last hundred years. Besides 100 years is about 3-4 generations which would mean most people alive would only know of the appocalypse through stories from
[quote who="Stmorpheus" reply="83" id="2658477"] hmm to me i think you have to many settlements there. i thought that the devs vision was to eliminate the city spam, and i would call that city spam. then again this is based on an opinion. [/quote] Yea it doesn't really what the devs do I'm always gonna "city spam" as you put it. It's just my play style of fast quick expansion and economic growth. Though I will admit all of that growth is not solely due to me drop
Debug: http://dl.dropbox.com/u/6399047/debug.err DxDiag: http://pastebin.com/m9zfYwUv Save: http://dl.dropbox.com/u/6399047/AutoSaveLocksUp.EleSav When I hit end turn the game just hung there and I wasn't able to do anything except move the mouse around. The end turn button was not grayed
Actually I think this takes away from some of the uniqueness and strategic importance of having those resources. I noticed you put forest in there but they are extremely common and you can get materials even without forest so that part of the argument doesn't really hold up. I understand with ore/crystal though. I think the better thing is to have more resource points on the map. Back in 1Z on that tiny map I was able to almost always get at least one ore or crystal mine if not both.
[quote quoting="post"] Now, I'm not an expert, but should dead people be having babies? [/quote] Undead Babies!
[quote who="Autarkhos" reply="2" id="2658035"] ...Wow. That's just silly. I was going to make an argument that Fable had plenty of alcohol, sex and violence in it, but it turned out THAT was rated M in America too. The whole ale thing is very abstract, too, how can that count, really? ( It turns out that Empire : Total War, that game where you gun down Native Americans whilst you take over their land in a surge of Imperialism, was rated teen. Americans have funny st
Actually down the military tree there is a Fort but it's not the kind you want. The fort that is in the game simply boost your cities defense in some way, I forget exact stats. As for your idea I'm not sure how useful it would be. I know myself and many others never bothered with forts in Civ4 because the AI or other players simply went around them.
Thoughts on 2A changes: I like that you need fewer garderns to get your cities up and running. I don't however like the fact that you can only build one garden per city now. It really does limit the option of allowing you to setup a farming town. I agree with what some others have said about Lumberyards in the if your city is near a forest you should be able to harvest the heck out of that. Having a logging town next to the major forest supporting your other c
[quote who="Stmorpheus" reply="79" id="2658227"] i need way to many level 2-3 cities to get my required resources. [/quote] What do you mean by this? Required resources for what? You don't expect to raise armies with only a couple cities do you? Also I have no problems getting what I need to raise a small army. He's a screen shoot of my nice size empire, which you'll notice is only 89 turns into the game. <img src="http://img27.imageshack.us/img27/8936/elemental127
I think you might be looking at it the wrong way. Death magic a lot of times isn't so much about simply destroying and killing stuff just for the sake of it. It's about taking life force for themselves at the expense of others. For example a death mage might not turn a forest into a barren wasteland just because he can. But instead does it because sucking the life force out of it gives him the power needed to cast some other spells. The theme of Life and Death magics have often been a
The real combat system isn't even in the game yet. I hope there will be a retreat option when tactical combat comes out though. As it does currently suck how many wondering monsters attack your scout troops.
I understand where the OP is coming from as I too have thought it annoying in TBS games where you trade with someone to get say Horses and build a few Calvery units only to have them later cancel the deal. Then it becomes how come I can't make my horses breed so i can keep building Calvary? I think the problem becomes that in making the availability more realistic you then have to make all the other stuff more realisitic. For example not all plants and animals do well in all types of
Sounds like a good idea for a Mod.
It's in the patch notes they just removed Ale from the game because of the ERSB. I doubt they will have anything like this as I think they are aiming for a Teen rating.
[quote who="Paradoxical" reply="2" id="2657663"]Howdy, I made a post on this bug earlier with a pic. Seems it's quite easy to build fisheries and harbors on land still. Figure the guys know about it and they'll get around to it. [/quote] When it comes to bugs in the beta it's best never to assume the devs know about it unless directly stayed by them they are aware of it. After all that's how stuff ends up not getting done with a lot of thing
In regards to the first one with SC2 Beta. That chick is crazy and he was right to dumb her. There is another clip on youtube where she is outside his house smashes a window with a brick then turns the garden hose on and puts it into the window and leaves it running. It's a good thing she left video evidence of her crime as were it me I would promptly have her arrested and a restraining order placed on her crazy ass. Second I find it amusing how people think "
I understand wanted to limit the number of units in a stack so you don't end up with the Civilizations style stack of Doom. But as a result you end up the Epic undefeatable mini stack of Doom like MoM had. It's funny the OP should mention MoM because the stack limit was one of the things I didn't really like about MoM and was hoping they would fix in a sequal. As I just assumed they did it because of some technical limitation. The reason I didn't like the limited stack size in
I understand wanted to limit the number of units in a stack so you don't end up with the Civilizations style stack of Doom. But as a result you end up the Epic undefeatable mini stack of Doom like MoM had. It's funny the OP should mention MoM because the stack limit was one of the things I didn't really like about MoM and was hoping they would fix in a sequal. As I just assumed they did it because of some technical limitation. The reason I didn't like the limited stack size in
[quote who="Frogboy" reply="60" id="2612786"] I like Steam. And as a developer, I appreciate what Steamworks provides. However, I do not want to be lending my support to something that is clearly designed to turn the PC into a closed platform. If I make a game for the iPhone, I understand that I have to sell it on the App store (as a practical matter). But as a PC developer and consumer, I don't want to see the PC become a closed platform. If you take Steamwor
A lot of the ideas here sound nice but can the Elemental Engine handle it? The idea of "layers" with solar systems being like their own map/cave type setup sounds cool but can elemental engine do that? I recall a discussion a while back on who MoM did the planes as a way to get around the memory limitations. And when the idea for that in Elemental was suggested as a way to do caves I thought the Devs said that the engine didn't support that cause they didn't like the idea of planes.</