Climber

Climber

Joined Member # 2441936
52 Posts 371 Replies 20,208 Reputation

Just try to get some groupthink here. Looking from Kitkun’s picture here , I believe I understand a few things: 1. Green area (probably made by spending essence) is the only productive area that gives out resources. 2. City has a (red) border) 3. 10 ESS prob

42 Replies 127,244 Views

I like “some” of your mines to play out, with the conditions 1. Gamer has no idea when a mine plays out. 2. New mines will be discovered automatically over the whole period of game 3. Not all mines will play out. Some are huge mine you’re not ever going to deplete. The trick is in the "balance". I want gamer change their resource infrastructure from time to time, maybe 2

69 Replies 131,014 Views

The right rule for starvation is tricky. I want just one rule for both living in town & the adventuring. Using this same rule, city populatoin decreases quickly after it runs out of food. You can imagine the area around the city run out of food for citizen to forage, or they just return to rural area to forage, or some just dies of starvation. I like a simple zone of control (ZOC) system. If there is ZOC this starvation mechanism should ma

29 Replies 80,397 Views

[quote who="pigeonpigeon" reply="23" id="2245468"] Quoting Climber, reply 22 I did read & got your point…., but I assume there will be dozens+ as they allow custom units transferred from SD’s internet to gamers’ computer. I already mentioned that you should be able to decommission unit designs so that MR is no longer produced for them. If you have a city capable of producing your Icy Swordsman and Lightning Swordsman, but your Icy Swordsman design i

33 Replies 122,359 Views

Quoting Houlio, reply 8 Quoting Climber, reply 6I’ve suggested something similar to below a while back: On the strategic map, whenever gamer highlight an attacking stack, hover the mouse pointers over an enemy stack, the game will shows the % chance of winning. This Win% is determined by running a few AI Auto-resolves behind the scene. It will also show the average # of unit lost and % of HP lost for both sides. If your computer is slow, the game

41 Replies 17,685 Views

Will a physics engine allow us to mod everything? While I am drooling over the moddability of the game, I look here and think can SD make everything moddable? Here is my try, definitely is just a thought exercise, but if SD can implement it (after there is a refined suggestion comes up) that will be awesome. In that post Frogboy says: [quote] For those of you not familiar with modding let’s b

25 Replies 81,265 Views

I gave up pushing that "quote" button a while back. And input field is slow in my Firefox. [quote]It would be ridiculous for all types of MR to be automatically produced without input from you or demand for them - that would be disastrous.[/quote] I agree this is ridiculous, but this is the impression I've got from Frogboy's Camp#3 . He said [quote]Similarly, if I build a town with multiples barracks it presumes I am trying to train soldiers which means tha

33 Replies 122,359 Views

I’ve suggested something similar to below a while back: On the strategic map, whenever gamer highlight an attacking stack, hover the mouse pointers over an enemy stack, the game will shows the % chance of winning. This Win% is determined by running a few AI Auto-resolves behind the scene. It will also show the average # of unit lost and % of HP lost for both sides. If your computer is slow, the game uses a formula to calculate all these instead, using

41 Replies 17,685 Views

This all sounds good. More or less final version of this discussion: Units can carry a maximum of M units of food, currently hold Y units of food, consume X units of food per turn, and is able to forage Z units of food per turn. Each turn, Y unit of food is consumed. The turn after Y=0, they gain the status of “Exhausted”. Exhausted units will have ATT, DEF greatly reduced & movement speed halved. A land tile carries a maximum of W

29 Replies 80,397 Views

[quote]I also considered including being able to exhaust a tile of any foraging capability… so if you can come up with a good example of how it would improve gameplay I might change my mind.[/quote] When I was writing about W, I thought of scenarios that a tile is flooded, as a burnt forest, or avalanche covered or have a recent mudslide etc. I expect there will be spells use by your opponents to cause these weather effects. Foraging will then be impossible for s

29 Replies 80,397 Views

Landisaurus, I share a similar sentiment here. There maybe times I just want to play with good & food as NR. OTOH, I do want to play EWOM that will have 15-30 types of NR, and around 110 types of MR as normal game. My point is that (almost) everything should be considered resources, and all resources are moddable. And all resources should have some physical rule, creation/destruction characteristic that they commonly share. <stro

3 Replies 3,139 Views

[quote] 2. Manufactured Resources (MR) is automatically produced at Factories and stockpiled in cities that can use the MR and then in warehouses within the city that created them. [/quote] If my potion+2 ‘can be’ used to enhance a sword, a mount, eye glasses and 10 more MR that my factories can produce, does it meant my potion+2 need to be scattered over most of my cities? Eventually I just want to produce a sword +2 from the potion, then all those

33 Replies 122,359 Views

The reason for this post is to find a flexible structure for a great modding future. To find a standardised way to create any resources, factories, or creatures/units a modder wants. (Creatures obviously have other properties related to combat etc, but it is out of context here.) Everything is a resource , which is subdivided to Creature Resources (CR), Natural Resources (NR) and Manufactured Resources (MR). In this context they ar

3 Replies 3,139 Views

Ah… a good way to get more karma! Post the same post again & again! Once change at a time!! Yay! [e digicons]}:)[/e] [quote]3. Factory (e.g. Blacksmith) converts unlimited amount of NR to MR, or MR to MR. Conversion takes 1 day. 4. Warehouse stores unlimited amount of MR or NR [/quote] Denyru, Samuel, the intention of these 2 points is to reduce micro or boring stuff. The alternat

33 Replies 122,359 Views

I’ll try to reduce your spy concept to a much less wordly one, with minor modification: 1. A Spy unit has an ability called Spying. 2. The Spying ability provide the following benefits: a. Able to travel to other players, regardless of diplomatic relation b. Invisible to all other players, but there is a variable % chance per turn of getting caught within rival players’ border. The sp

107 Replies 60,248 Views

PigeonX2, the X in my Reply #15 is the same as the Counter X in my OP. So your first part is essentially the same as my Reply #15. [quote]small bands can travel self-sufficiently, but low enough that anything that can be called an army would require extra supplies. It should also be terrain-dependent, enough that even a small band might have to wind its way through agreeable terrain or rest before entering a barren stretch. [/quote] I like this goal very much. &nbsp

29 Replies 80,397 Views

Reading the Elemental: Internal debates made external , it seems like the Camp#3 economy wins out there. However, I believe a Pull Driven economy (PE) is even better than Camp#3. That thread is too crowded. Do you like Pull Driven Economy described below) over Camp#3 economy ? Why or Why not compared to e

33 Replies 122,359 Views

[qoute]Basicially, vastly increase the number of winning conditions that people can put together in order to set up games that could be played in less than an hour. [/qoute] I'm very excited they've mentioned "winning conditions". EWOM will not be a last man standing game. There is some disscusion of Victory Condition here & here .

79 Replies 170,906 Views

My first attempt to enable the Foraging mechanics Units carry Y unit of food. Different unit has different maximum value of Y. Each turn, the unit consumes 1/X of the food it carries. Therefore when X reaches 0, Y also reaches 0, no food is left, thus the unit is then Exhausted. Exhausted units will have Att, Def greatly reduced & movement speed halved. When a unit ends its turn at its Nat

29 Replies 80,397 Views

n33t! The vision demonstrated in the OP is awesome! While for most games I’ll like to start from scratch, like what is described in OP. But make sure the RMG has the ability to make maps that has various shade of fully developed cities/opponents/map. There are a lot of times that I don’t want to play from scratch (on top of hand-made scenario), make sure RMG is capable of that. No just an empty map with blank landscape every time. If

64 Replies 188,874 Views

Pigeonpigeon, I think your post have lead me to solution to the supply issue. Your suggestion is definitely sound! After eating appropriate amount of food, the “Exhausted” status is cured & the Counter X is recharged proportional to how much food is consumed. Supply simply means supply of food! Food is automatically ‘ordered’ to reach the adventuring stack whenever X drop below 50%. C

29 Replies 80,397 Views

Maybe SD need to hire a biologist to see how much weight a dragon can caravan then! Haha I want dragon caravan who can also attack someone tries to rob it! I am very glad that so far everyone like to have weight being accounted for in EWOM! If SD want to go elemental, how can they miss accounting for basic physics like weight? OTOH, if you guys can think of why this is not desirable (other than too much time taken to design so), let me know! <br /

14 Replies 12,663 Views

I want SoD when my game starts to lacks challenage I want to move on. I want to see SoD because I just want grand battles. I don't want SoD to be in every game to make the game unchallenaging, but SoD has its place. Maybe SD Devs or the forum should find a way to have SoD that makes everyone happy? I've previously suggested some simple way of simulating supply. Take a look! https://forums.elementalgame.com/352235/#2232722 The sugge

126 Replies 382,543 Views