You should make a tech tree like Ascendancy had. Except, maybe make five main trees, that branch out rapidly?
Einlanzerous
Yay Ascendancy! I bought that off e-Bay about a year ago. I loved it when I was a kid.
[quote who="stupored" reply="8" id="2419477"] Quoting Einlanzerous, reply 5 Where are those files to post? I am rather sad it doesn't auto-send out bug reports. https://forums.elementalgame.com/364285 That thread will have all the info on reporting bugs. [/quote] Thank you, I've started posting them. Esepcially since today it's crashing much more often for some reason. I've crashed three times in the
[quote who="Rishkith" reply="1" id="2417606"]If you want it to minimize the crashing then I hope your posting debug files about some of your crashes! This is normal for a beta. Some patches are better some are worse for stability. If it was that easy to make bug free they wouldn't need betas! I do have a problem with the camera deciding to just slide, but I'm still trying to figure out more about when it happens and what is causing it.
Thankfully, Beta 1B has arrived. I love a ton of what has been added, nearly all of it. This'll be a quick pro/con listing. When I don't have classes, I'll add more. Pros More resources + More buildings + Research items ++ Random Map generation + Cons Crashing has drastically increased -- City building is all kinds of broke -- Camera occasionally does weird things - <p
[quote who="Sammual" reply="56" id="2396727"] Quoting KbT, reply 28 Flat, small percentage modifiers, like Gal Civ II, is terribly dull. The resources in your realm should be an important feature in all aspects of that realm - its warfare, its culture, its trading, its research. I'd like to see kingdoms naturally play to their strengths, and their strengths being those resources. A land of plains with wild horses should becom
I like the idea of the game giving you a small visual/audio notice that what you are building it not being built at peak capacity, speed, or with certain equipment. I do think you should have certain restrictions in place however, to ensure resources matter. When you don't have enough resources for a unit, but you do have possession of that resource , it should take much longer based on how much of a certain resource you need ( i.e. you have 20 silver, the unit you'
I have several things to state on this topic. More resources are always a plus, but they need to have varying degrees of usefullness and requirement. Most all towns should have access to a small amount of basic resources, ( i.e. wood, leather, metal, food), and it should allow them to create most units. However, it should take longer, and they should not have any bonuses ( aside from racial ones of course ). Gaining access to magical
Excellent improvements. I have in this version had my first crashes, at least I think they are. The program simply closes with no message or warning. Anytime you lose ( i.e. sovereign dies ) the next turn it closes out the game (the entire thing, to desktop). Some random time, while playing it did this as well. Currently the battle system, while I know not fully implimented, makes very little sense. I can be level 4, fight a level 1 sovereign, and die. Even with two rin
Oh, I will point out that building things to a city never seem to work right. They always lose the grid and start to just build in one direction, kind of weird.
I haven't had any issues running the game, but I do get a little bored since my towns always hit level 3 or so and then stop growing, no matter what buildings I've placed. Is it supposed to do that?
[quote who="pigeonpigeon" reply="57" id="2369183"] Razing a city should have some negative impact in the kind of game I've seen described here. With all the talk of gifting and blood relations, I can't see how razing a city would leave no impression on your allies or enemies. Razing a city is some pretty serious stuff; killing or making homeless an entire city's worth of non-combatants. It's not going to make a favorable impression I think. Razing cities (or at least tow
[quote who="Seedy" reply="52" id="2368728"] Quoting pigeonpigeon, reply 51 But, if you have 32 races, and then say 10 minor races, 20-25 cities is obviously too small. Assuming that you spread out some before going to war, and establish, say, four cities, then at four a piece you have 128 cities, just for the main races. Plus say another five or six for the minor races. Let's just say 135 for ease of computations. So, if you're a huge sprawling empire by
[quote who="BoogieBac" reply="47" id="2368491"] But, if you have 32 races, and then say 10 minor races, 20-25 cities is obviously too small Oh, I'm not saying this is a realistic goal, I'm just trying to keep the 'RPG world' feeling going strong. Most RPGs have a handful of cities that can be visited...not a city every 10 tiles. The above is just my personal preference, not a 'set-in-stone' part of the design-doc [/quote] Ok, that makes more sense. I
[quote who="BoogieBac" reply="43" id="2368430"] 100 cities / turn We're hoping to keep empires from reaching such insane sizes...I personally hope a HUGE, sprawling, glorious empire never grows larger than 20-25 settlements. But that's just me [/quote] But, if you have 32 races, and then say 10 minor races, 20-25 cities is obviously too small. Assuming that you spread out some before going to war, and establish, say, four cities, then at four a piece you h
Every day I check this, and find no beta. I start to get sad. But seeing the picture before reading made me more sad. I want the beta, I don't even care how broken it is (that's a lie, I'd like to be able to play through a game to offer good feeback). The vassal idea sounds pretty good. Though I hope you're not made to, like reach 12 cities, and then discover your empire cannot support itself. I would make vassals just for the purpose of using them, a'la puppets.
I would assume so.
Either my modified version, or Camps 1 or 2, allow for Cities to matter. Which is always nice. It goes from, "I have four cities in my Empire.", to, "But I have Helfast, city of the Skies, where the White Battalion is given their angelic weaponry." This matters a lot, especially I think, in a game like this.
Through some more thought, perhaps a modified version of camp 1 would make more sense. For example, you have to have trade routes to send materials to a city, but once there you can store it, send it away or what not. You don't have to craft the swords and send them away, you can train the soliders there. You should be able to train soldiers and weapons. By default an infantryman has a sword, shield, armor, boots, and a helm, you have iron reaching the town so you can build so
You could have the game ask which level of complexity the user wanted. Personally, I really like Camp 1 as that would encourage raids and strategic strikes. Camp 1 would make some cities worth losing an army for, and some an acceptable loss. Camp 1 also makes more sense, as in real life you'd have to find a way to move your resources from the southern islands to the northern mountains. If Camp 1 was the option selected this would be the first game where something like hiring bandits t