Keep in mind that early cities are not a strong requirement for this game. The other day I started a game with a inventor hero and a 4-pack of adventurers by me. I recruited them all but didn't have enough $ left for a city (I'm not sure the game is getting the $ right on recruiting groups, I'm going to check next time I see one). We wandered around getting loot and fighting monsters until we were all level 4, at which point I found an AI city and walked right in. I d
Valiant_Turtle
They're still "Preparing" and you know what happens if you skip that.
To my knowledge there will not be any sub-maps at all. I believe we've pushed them enough that it is high on the list for an expansion though. We MoM-fanatics want our Shadow Plane!
" Yes I intend to test under Beta 2" - Valiant_Turtle It will probably be pretty limited for me, but I wouldn't feel like I'm doing my beta-tester job if I didn't play at least a few games.
I think the biggest issue is the big artificial dividing line between tech race and war race. A war race should actually have solid military tech and should easily absorb opponents techs. Why not give a "war race" 1 free research point into Military tech every turn, or to really encourage them to be warlike, extra points every turn that they are at war since it inspires their researchers? While I have no problem with a generic +x to research I think +x to one of the 5 branch
I'm a bit late in bringing this article up but I thought I'd point it out as an interesting approach to resolving the difficulties in making a game fun in both single-player and multi-player modes in different ways. It's also a pretty good example of thinking well out of the box. I don't expect Stardock has the resources to (essentially) create 2 separate games, but it's an approach that we could pursue in modding. http://arstechnica.com/gaming/news/2010/04/starcraft
They've already mentioned that the exponential city cost was an error. They multiplied (using a factorial function) instead of adding. Your 5th city is supposed to cost 15 (5+4+3+2+1), but right now it costs 120 (5*4*3*2*1). I'm assuming they have that fixed now. Since we've figured out all the workarounds to get quests working properly I'm assuming they've corrected that as well. Personally, I'd like to see the fallen factions, mounts and naval units. I wouldn
Looks like the forum ate my previous post. I don't like Rigma that well. The G + M combination is uncommon and somewhat awkward. I'd prefer to avoid anything that sounds like a real-world currency like the Guilder. I really like the Aurum as it sounds to me like something that we might come up with in the real-world if wer had an Apocalypse and for some reason had to rebuild on a gold coin standard. It just has a nice ring to it as well.
It seems this is fixed with yesterdays .291 update.
Same here, although it's quite stable for me.
One thing that I really like about Elemental currently is that you can't just farm everywhere. It's different and it makes the world seem very dangerous. I like that quite a bit. I'd rather not change it. One thing I don't want to see is food having huge impact on population growth, like it does in far too many games. People don't reproduce faster just because there's lots more food available, they just need "enough", beyond that, it doesn't really matter. 
[quote who="lifekatana" reply="152" id="2547245"]Has anyone read my suggestion?[/quote] You're proposal will limit the amount of land available, which will probably encourage people to pack cities into the available land even more tightly. It somewhat depends on your definition of what city-spam actually is. I'm not as concerned with the total number of cities (which your approach would improve) as I am with density of cities across the land (which your approach would make
It occured to me that one other way of limiting city spam would be to limit population growth. After all, it's not a city without people. Population growth in Elemental still seems a bit funky at this point, especially growth that happens by attracting the natives. If there are benefits to having large cities (which there probably should be) then spamming small cities might mean it takes a very long time for them to grow larger. In most games having more cities
Each city does not cost Essence. Only cities founded in un-restored land. Once you restore land it expands outwards with your prestige. It's quite possible to city spam using this. It is perhaps a bit slower than other methods, but after the first batch of cities it grows exponentially (if you have land available) especially if you've research the pretige boosting techs. In the current beta it happens fast enough that I'm usually annoyed that I need to stop explo
I like the overall idea. It certainly raises issues, but I think they are addressble. I think I'd allow the Sov to govern a small number of cities by himself, to at least level 3, if not higher (and obviously something that you can increase when picking Sov abilities. It would need to be almost trivial to get level 2 governors, and not too difficult to get level 3 and 4. If something like this is done I would also try to reduce the importance that houses currently ha
I posted in the MoM thread that one of the coolest and most unique aspects of MoM is the ability to integrate other races into your empire and create cool combined unit armies. I would frequently have High Men Paladins backed up by Halfling Slingers, Elven Longbowmen, Dwarven Steam Cannons, or Dark Elf Warlocks. It's extremely fun. I believe Elemental has many ways to make use of this. Building a multi-racial army should be difficult, but extremely useful. It w
I've been thinking about this since this thread was started, since I think distilling the essence of MoM is important. Heroes were very cool, and I'm pretty sure Elemental is going to do fine here, and probably improve on them in many ways. I'm not too worried. Many people have mentioned the variety, and I do think that is key. The vast ways to start are great, but it's also a factor in game as you can end up near vastly different enemies. Even
If autoresolve plays through the battle completely, which is what it sounds like it's doing, than having it be as good as possible is an important test for the tactical AI. If the AI is to be a challenge then the auto-resolve needs to be as good as possible.
For lots of cloth map screenshots check out the "Report Bad Starting Locations Here" thread stickied at the top of the Elemetal BETA forums. Keep in mind that thread was for reporting bad maps, so some of them will be quite humorous. I guess I can link it: https://forums.elementalgame.com/364701 Anything that doesn't look like that is Full engine.
I signed up there to try to contribute but apparently it requires a level 3 account just to leave a comment, so I won't be able to comment. Just get them here and I'm sure we'll lure them in.
This makes me very happy! [e digicons]:grin:[/e]
[quote who="Solam" reply="55" id="2520961"] As for shards I hope that once you aquire one it's not yours forever. I hope we can do battle to gain access to a shard held by an ennemy. [/quote] The current setup in the beta is that Shards are claimed by building a city near them. You build a Shrine on the Shard and it's a part of the city. If you conquer the city, you get the shard. Keep in mind that at this point all resources are claimed by building some sort of
Well, magic and spells is definately the most important part of the game to me, so I'm going to have a lot of strong opinions. I strongly agree with the general idea that spell research should be channeller-centric, not city-centric. Like MrDelightful and pigeonpigeon I really want it to be possible to be smaller than most other empires and still be the strongest magical power. This is an absolutely core concern of mine and I don't mind seeing lots of things sacrificed to
It occured to me earlier today that Stardock's deep concern and appreciation for the mental un-health and instability of us beta testers bears a strong resemblance to a certain evil scientist. I was of course compelled to produce the following homage to Stardock (and MST3K)... --------------------------- On a not to distant network Somewhere in Stardock's lair The evil Dr. Frogboy Was hatching an evil scheme. He conned some people with crazy names<br
While I can't say I really see the point of dynasties yet, it seems that they will be fun, which is reason enough to do it in my book.