How was your trip, Frogboy? I would beg that one of the gameplay changes is a completely rehaul of the adventure tech tree and the quest/notable system. I would totally beg. It's really not "fun" in its current setup. Flip side of that, I recognize it's down the chain a ways, because the AI issues and the core mechanical issues of city building and spells are of greater importance, but... the Adventure chain is the core of that which makes the gam
Lord_Asmodeous
[quote who="Jharii" reply="194" id="2754846"] Quoting mp8481, reply 193curious question to those that know, I keep on hearing that Stardock does not make their revenues through gaming, so what exactly do they make their revenues on? Impulse. Windows utilities. Prostitution.[/quote] ....and soon to come: Trog Porn. ..so when is that coming? >.>
Or at the very least within your own cultural borders.
[quote who="Eisenhund" reply="11" id="2748398"]On the basis, I like the gist of the ideas, but I fairly despise any thing that is a percentage, or multiplicative factor. I prefer addative effects based off resources, environment, and management.[/quote] That is the idea. Given the nature of resources in the game, the way that you would simulate those sorts of things would be multiplicative adjustment. For instance using the City growth system that was mentioned in
Raben: That's easily avoidable by making it a very limited grouping. i.e. you can group 2 squads with 1 caravan. Also if you tie them completely to the caravan, just like you can't just shift a caravan to another city, you have to disband it, so too would you have to disband the squad in order to remove it. That is something you can generally resolve with other mechanics.
Updated the OP with a few more ideas, ty kilsonx for some great further suggestions.
[quote who="IBNobody" reply="2" id="2748032"]I said this in another thread, but this is a good place to reiterate. As a good faith gesture, SD needs to commit to a longer support cycle. The year of updates that Stardock has committed to this project should begin once they get the game stabilized, polish the UI and overly rough edges, and get the game to a level that is somewhat balanced. [/qu
[quote who="Jam3" reply="6" id="2747549"]It's nice to see "deal with it" posts get to hang around while critical posts get canned. I mean honestly my post about "why was it released early" didn't address a specific game problem but neither does this one.[/quote] Where are you getting "deal with it" from? I got "Can we be civil and constructive, people?" which, in and of itself, is civil and constructive. Was yours?
Welcome to the intertubes? Sad state of it is, the PA guys have this great theory about the whole deal. And thus is the nature of things. This happens everywhere, and I've seen it a hojillion times. Every game that comes out goes through this, and everyone is always righteously indignant that the game they wanted came out all buggy and unbalanced, unlike all the other games that came out before... until the
[quote who="Supronar" reply="6" id="2746376"]Great post. Some folks may consider this stuff "fluff" or "little things" but these items are what will breathe life into this game and give it an exciting depth. The question here is: I see how this game works, now what makes it interesting?[/quote] Absolutely, the key is Variability. If there's little to no variance from game to game, it becomes mastering the order of operations and nothing else, and once that is mastered t
As a mention I addressed this, and other things over here: https://forums.elementalgame.com/394334 Some good suggestions for more fantasy mobs of that variety might go a long way towards convincing StarDock that sooner is better than later.
[quote who="Kilsonx" reply="4" id="2746311"]Hmm But what are the Black metal looking symble? Lol Im at work and Thought thats what it was called. The one I hear you can only get through high level quest. [/quote] That's a good question, given the issue with Adventure currently, I haven't done a lot of the high level questing, because by the time I get to the Adventure Tree due to its nature I'm already almost finished with the game as
Crystals [i]are[/i] Elementium. It should be better documented I think. I never really have a late-game issue with Materials. I've stored up so many over time that I can field [i]thousands[/i] of troops with my 3k+ materials.
So we're a week into it now, and a lot of this is likely to change, but I wanted to drop in a few ideas. Note: I am not going to cover technical glitches or bugs. I am under the assumption that most of the bugs are known and efforts to thwart them are underway. These are entirely gameplay and possibly balance-related suggestions. That said: 1. Everything in this thread: https://forums.elementa
I run 1440x900 and the bottom interface bar with the big globe in the middle you can click on is visible. The city itself and its float-bubble are obscured, but the bottom interface bar is not. Also I only just noticed this was happening last night.
[quote who="rwemack" reply="4" id="2745943"]Another way to go is to greatly increase his reputation, so that you can't marry him until much later.[/quote] I don't think that is "another way", I think that should go alongside it. I would suggest [i]both[/i] the advisor [i]and[/i] giving him a reputation of 2.0 or more.
[quote who="Mobella" reply="60" id="2745962"] Quoting Gene1966, reply 59 IMHO... That's a Feature... Example one- US History - Oregon Trail era - US army had to begin a series of outposts and patrols as Indian or Native Americans begin to raid Wagon Trains heading west. i dont mind that my caravans get attacked, as long as i have the option of protecting them in some capacity... if we cant attach a group of soldiers to the caravan, how about letting us researc
[quote who="Krynus" reply="2" id="2745575"]I'd rather see Janusk get removed completely, even though the option is there. His advice can be covered in the tutorial. [/quote] He's a fairly decent free leader (the [i]free[/i] is a very important consideration) that gives you either a tech point, an arcane point, or a gold piece every turn. He's actually pretty valuable, pound for pound. I think better than re
Excellent ideas, +1 for that. I get disappointed that I build a lot of cities (partly to fill in space, and partly as intentional recruitment chambers), and I can only choose from three options. What if the city just makes food? What good do the other bonuses do me? What if it's just a Recruitment facility? How does anything here help? It'd be nice to have. [quote who="Krynus" reply="2" id="2745568"]Like this thread. If they don't implement any changes regarding c
I would also like to see a wider variety of neutral animals. Why is it only ogres in the independant tribes? That means that the Kingdoms get the shaft. There should be a mix. It'd be awesome to be able to recruit, say, Wolfpacks or, say, Ettins, or Treants. Oo. There's an idea. Mix Ogres and Treants in there, so that players of Kingdoms can recruit Treants (low movement points, but huge strength and defense, moderate hitpoints, less than Ogres I would say) and the Empires can get Ogres.
I think the "slowdown" issue is something that they're working on though. That's more optimizational than it is functional, if that makes sense, at least it appears to be. Civ3 had that problem as well. They never fully ironed it out, but they definitely improved it by leaps and bounds as time went on. I remember early Civ3 getting to the modern age on a huge map. Click turn... go take a week's vacation. ;)
[quote who="Wauthan" reply="14" id="2745811"]Heh, I can't help but think that the entire scaling problem of sovereigns/champions would go away if you could give them some kind of commander functionality. Essentially add a squad to them so you get to keep their abilities but gain the hp, def and attack of the squad. Also, it sort of feels a bit odd that I can't upgrade units or add single units together into new squads.[/quote] I think a better way of going ab
[quote who="Astrobia" reply="2" id="2745307"]I find it amusing that the sovereign can pretty much immediately summon and control creatures stronger then he is, and he never catches up to them.[/quote] I'm not sure what the problem there is. It's not wholely different in most fantasy games. In D&D (pre-4th anyway, not enough experience with 4th to say as far as that) the critters you can summon at high level are generally far more powerful than the spells you can cas
[quote who="Jrandom" reply="48" id="2745618"]Folks in this post have spoken of raising mountains around their borders. Have they actually tried doing this? As Empire, my spell for Raise Land states that you can only raise terrain up to hills, not mountains. I have also tried in-game to use it to close off gaps in the mountains and was unable. Is the Kingdom version different?[/quote] No, there's a book you have to get from a Quest. It's either a
As a mention, that column on the left side that has all your armies and cities, if you mouseover it when it's too long to fit the screen and roll the mousewheel it scrolls the column. That might help ease what you're dealing with somewhat in the interim until a better method comes about (like a domestic advisor functionality a la civ4 for instance).