[quote who="unacomn" reply="3" id="3011360"]So it's not that unusual to have a ton of drafts for a chapter. Well, that puts my mind to rest. I've been trying to write something for a few years, so far I'm about 5 drafts in on the first few chapters. Since I keep changing them I'm afraid to write anything beyond a certain point, in case I have to chuck out the whole thing.[/quote] Something that I've found helpful for my own writing is pla
Syt1976
[quote who="Sinful01" reply="79" id="2758465"] -> Mount & Blade: Warband (another rough indy game .. I find it fun once in a while, got it direct download after playing the demo ... like Elemental, it is a game where I have my fingers crossed they'll add a patch and it'll just explode on the fun-o-meter)[/quote] Played the original M&B a fair bit. The vanilla game was indeed a bit bland, but it really shone in mods (graphics, setting or gameplay), but looking at their
[quote who="1SuperG" reply="24" id="2758454"]I established a caravan from a town with +8 food to one with -2 Food which resulted in a town with -3 food and one with +9 food. I haven't seen the caravan since I established the route, but every now and then when I click on the city I snag the 'trader' stat screen and it does seem they are traveling as the road improvemet bar is increasing. So how come the city with the food shortage didn't benefit at all?[/quote] Traders give
I agree that Empires shouldn't disappear when the sovereign dies. Their heir should follow onto the throne (if the heir is not yet grown up, let him be ruler, anyways - till he grows up that Empire will be gimped). If there's no heir make the cities independent, or have a pretender (from the freelance adventurers) rise to the throne, or pretenders who split the Empire and fight each other.
Interesting that the rudimentary xml outlines are still there. Mind you, I wouldn't want a logistics nightmare like the original Colonization (micromanagement hell), but something that allows to create "trade hubs" where your resources are collected centrally and where your most advanced/most expensive units are built. It would create a much more "real" epic empire feel - a few important big cities and a number of smaller settlements who mostly provide the resources for the big cities
Personally, I was looking forward to the trade system as originally lined out - caravans take excess resources from point A to point B, causing a "trickle down" effect; stuff could only be built where the necessary resources are. It would have made trade and choosing locations for cities much more meaningful. But I guess providing some sort of bonus is better than having the feature removed completely.
[quote who="charon2112" reply="71" id="2755969"]I just discovered this little companies' hex grid, turn based, strategy gems... http://www.crypticcomet.com/ [/quote] Those are great, and Solium Infernum is fantastic in multiplayer. Unfortunately, my group for MPing seems to have fallen apart, I think I may have to kick them again.
Victoria II - once it's patched. Otherwise it'll be some Out of the Park Baseball, some Dragon Age on XBox (still need to finish), perhaps some World War One (AGEOD) or Europa Universalis III.
A major factor in most 4X games is citizen happiness. If you tax them too much or the cities become too crowded, then the populace might rebel. Oddly, this feature is absent in Elemental so far. :( I guess you could handwave it away by claiming that in the postapocalyptic people are happy if they can stay anywhere. Still, my citizens are only present as number that determines the level of my cities and as pool for recruiting soldiers, content or at least indifferent to
Thanks, I'll have a look!
Elemental is tagged as strategy game in an RPG world. Much has been said about heroes needing some *oomph*. Personally, I would go a step further and heroes should be "segregated" into classed. Currently heroes offer various boni, but overall they're not very useful, unless they have a lot of mana. Which you can then use to summon creatures (the specifics of this is subject to the magic system which, frankly, needs some serious rebalancing). If they're not a caster the
[quote quoting="post"] Expanding the world One of the areas we’re really interested in going into is in the realm of expanding the world. More spells. More special abilities. More characters. More quests and so forth. [/quote] That would be sweet. Who knows, maybe some way down the line the factions might have different looks for armor, weapons and clothes, kind of like the ship styles per race in GalCiv2? Tho
[quote who="turgotZ" reply="2" id="2726616"] This program will fit your needs fairly well its free http://www.silo3d.com/forum/showthread.php?t=16966 I use it for 3D modelling. For the map editor you will need to change your video setting to a windowed resolution. I have tested it and it works [/quote] That looks pretty much like what I was looking for. Thanks, guys! :)
I'm not sure if this has been suggested before, but at least I've found nothing in the search function. Something that occured to me while playing with th map editor yesterday was that it would be very useful (though probably hard to implement [e digicons]:blush:[/e] ) if one could overlay/scale a jpg image in the map editor, maybe at 50% opacity. It would make creating maps based on "real" data - world maps, or, in my case, a map of Magnamund - a lot easier and would save having to
You can use +/- keys to increase/decrease the size of the brush. The brush outline is a bit hard to see, though (most visible on cloth map).
Well, Age of Wonder 2 originally also came without "real" random maps, which was later added in AoW2:Shadowmagic. I hope that the devs will come up with a way for "real" random maps that are both balanced and created fast. In the meantime the modding community will be where the map based long term replayability will come from, I guess.
Something on the topic of cities that sprung to my mind recently while looking at the rules for the Serenity/Firefly RPG. [e digicons]:blush:[/e] The RPG features ships at characters, with similar stats and skills as "normal" characters. I wonder if that could be applicable to a game like Elemental and its cities? It starts with a set of attributes that can be improved over time, with improvements acting like equipment. Whenever a city grows over certain thresh
Wow, so many fond memories in this thread. I've been playing computer RPGs for quite some time, but I have to say that the ones from Elderscrolls 3: Oblivion stand out the most. Every settlement was unique, be it that it was fashioned from giant crabshells or huge mushrooms, or the metropolis Vivec itself. Gothic 1 & 2 had also rather memorable settlements. Everyone went about their business during the day, to the pub in the evening and to bed at night. After a whil