onomastikon

onomastikon

Joined Member # 2396263
145 Posts 589 Replies 21,324 Reputation

Thanks! Tiavals, I think both of those methods are good; I had suggested something like the "prestige" victory condition last year ( On Victory Conditions ), was thinking primarily of Star Chamber however, because I hadn't seen SI, about which I have heard mixed things. How do you like it? Maybe we will see how things pan out in Elemental Beta 1Z or Beta 2.

35 Replies 43,502 Views

Whee! Great! Some questions and comments, if I may: - Resources being Global: Does that mean they are available everywhere even if no roads / caravans travel between them? Even if their source is in some of "your territory" on the other side of "someone else's" territory with whom you are not friendly? Do resources get magically teleported between locations of "your territory"? I would find that puzzling; I like Global Resources, but these have to be linked via unhindered

191 Replies 604,696 Views

Has something been radically changed? When I try to enter the Elemental Forums starting page, I get a condensed version now, I can only see the box with the last 10 most recent posts, and have now no way to access the overview with the category titles (e.g. Off Topic, Elemental Beta, General, etc.). I use IE8, if that makes any difference. I cannot find or post in the categories I've never psted in before. (I only found this category because I used "my posts" and can use the header to acces "

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@Gorgon: OK! Thank you, now I think I understand better. Sorry I wasnt being clear either. I tend to think that while size does matter, it is not quite as important as cleverly implemented VCs. To give an example: I think CivIV (large scope) still has quite a few shortcomings as a TBS (you can only build 1 type of buidling in each city; combat; luxury items make same net happiness no matter how many of them you have; etc.), but one of its greatest shortcomings -- namely huge LGT -- co

35 Replies 43,502 Views

[quote who="the Gorgon" reply="21" id="2574800"]I think the issue is more complex (and complicated ...) than just increasing the challenge level. For one thing it should be said that LTG is the downside of something good. In a strategy game you should in principle not be punished for making the right choices. , and one thing would be to make the late game more fun to play quite simply. So that even if you know you will win you still want to play out the end. This could be d

35 Replies 43,502 Views

Why do people feel they need to refer to fellatio or other lascivious activities when describing game mechanics they find suboptimal? Can't we just name the reason for which we find something poor without referring to fecal and phallic metaphors? While I find some of the counter-arguments persuasive (albeit not quite as effective as they would be without the rhetorical shooting-your-own-knee mentioned above), and I am thankful for that for being able to learn from your experience, ple

35 Replies 43,502 Views

@ Brad: That seems fair enough! Thank you for clearing me up. @ Vieuxchat: Certainly I was not advocating paper-scissors-rock; more along the suggestions that were given here (e.g. mace is good vs. shield, spear is good while defending, etc.) -- only wanting to point out that implementing this would require flags flagging a unit's or a piece of equipment's attributes as belonging to a class.

42 Replies 21,628 Views

Do I understand correctly: We vote "yes" if we think Beta 1Z is 33% or more the way we think Beta 1Z should be? (And not, for example, if it is 33% or more the way we want the finished product to be?)

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[quote who="louist" reply="12" id="2573764"] A Civ 4 mod had a fun little option in it that cuased the game to play out like this: At some defined point (number of turns) the game would start checking scores, and if the player was leading the next highest civ by 30% or more, the player would switch control to the lowest ranked civ, and his former civ would go to the AI. The game would now wait for the player to take this new race up to the top of the ladder. When he does, he again takes

35 Replies 43,502 Views

Yes, I remember the debates from a while ago, I just didn't see any progress or decisions yet. And while I think modding is nice, I am not interested in learning all the interesting things that I could mod into the game; I want modding to be for new exciting races, new graphics, or radically new rules. I could mod many things into GC2, and I still didn't like the way that each unit was, basically, the same. I am interested in the way the basic ruleset of the game will differen

42 Replies 21,628 Views

Sorry, I still don't get it. If the statistics our units have are Attack, Defense, HP and Movement, what really will be the difference between a swordsman and a pikeman, a spearman and a maceman? While I am NOT interested in complexity for complexity's sake, I also am NOT interested in making things as realistic as possible -- I just want to have fun. I did not have much of that with GC2 because the Unit Builder -- the shipyard -- APPEARED to be fantastically openended, but in reality

42 Replies 21,628 Views

I'm terribly sorry, the posts in which the pictures were not working yesterday seem ok now. (It was his threads champions , personalizing , and GDC , the others seemed ok. Today these all are working for me.)

2 Replies 8,107 Views

Hello all. Sorry, I am technically inept and NOT computer savvy. I don't know what to do and do not want to risk destroying my computer. Computer is relatively new Sony Vaio running Windows 7 Home Premium and Internet Explorer, probably 8, but cannot check that now due to problem I will describe. Problem = since today, when starting the computer, I get the message (in German: I am translating it here; I live in Germany and sadly Win 7 is only in German) that I need to complete

3 Replies 13,165 Views

But I thought that this is what Elemental will be all about -- as DEFAULT ? I mean: There is no unit (class) called an "archer", or a "knight", etc. You build your units and equip them with equipment as you see fit. I had thought that it shouldnt be a problem at all to give, for instance, a unit who is trained in archery and equipped with a bow a dagger -- this would simply cost a bit more: more resources for the dagger and a bit more training. Hopefully, we will be able to control the

23 Replies 76,545 Views

I like most of the quotes given here. Just a note on NAMES. I do not think that many players will be happy with random names, because most players will want to designate their troops not as single individuals, but as exemplifications of a type -- in other words, you are not naming an individual with a proprium, but trying to categorize. Most players will not want to have a unit called "Fighter", they might as well call him "Bob" -- they will want to have them called by somet

96 Replies 283,582 Views

I use IE 8 and have a problem seeing pictures that Brad puts into his posts. I can see a lot of them, but not all of them. They show up in his posts as a big frame with a red x, and when I try opening them in a different tab or window, it never loads. Oddly, this is not in all posts, just some of them. Do I need to check for any special options in my explorer? Thank you

2 Replies 8,107 Views

[quote who="Frogboy" reply="40" id="2571022"] If for some reason (farming outpost gets conquered or something) and your global food resource goes negative, then your cities start to ration food. A negative production penalty = to the negative food amount is enforced (If Kingdom has a net food deficit of -9 per turn then my kingdom's productivity takes a 9% hit). [/quote] I like it too. Only thing I would modify would be the way negative food affects production. You might wan

99 Replies 134,219 Views

[quote who="RisingLegend" reply="14" id="2564210"] Ask yourself, what is the reason you stop playing a video game? Well for FPSs and RPGs you beat them once and lets face it, they don't have much replay value. Games like Civ, FFH, GalCiv, etc all have better replay value because of random maps. But I don't play any of those games anymore. Because by the end of every single one of them, you end up hitting the "turn" button over and over and over again. I end up going t

32 Replies 70,447 Views

[quote who="TCores" reply="10" id="2569723"] Every time I have to do something in a game, it should be about making a choice. I shouldn't be clicking something just to get to the next part, where my click doesn't matter because there is only one choice, one right selection. [/quote] Yes indeed . [Quote] <div id="ctl00__Content__RepeaterReplies_ctl00__ReplyBody

99 Replies 134,219 Views

There are any number of things I find greatly annoying in Civilization IV. One of the things I found Firaxis succeeded in doing, however, was making the Game Setup screens simple, easy and flexible. I think this can and should be optimized in Elemental. I would like to mention some of the things that I mean here NOW, because it would be a shame if some of the variables were hard-coded, requiring a mod to change them. I would like to see as much of the flexibility in-game be adjustable

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[quote who="RisingLegend" reply="15" id="2524895"] In both the above examples, it was the terrain that enabled those soft counters. It's like what austin said above, but this gives in game examples of it working. I think the devs seriously need to consider this, because I think it's possibly one of the most important decision to be made. If this makes it in I'll be 10x more excited for this game [/quote] I agree. Counters of these types are "factors"

34 Replies 309,576 Views

Hmn, doesn't seem to be going this direction after all. Is this because most testers are not interested in it, or because the designers aren't, or simply because there are too many ideas out there after all? I feel linearity creeping in on me....

30 Replies 20,851 Views

Counter-Question: Is the problem that road building appears to be tedious, or the problem that you do not want an additional worker unit? Here is a another counter-question: What choices should be involved? In other words, a terrible aspect of Civ is that there was a point at which your workers had nothing to do. There were no real strategic choices to be made, since there was no reason not to build roads and railroads everywhere. Do you require a Carpenter unit to build

287 Replies 654,275 Views