From my previous post : I wish the engine will be flexible enough that any creature is a resource (for easy a modding future); that includes bear, horse, giant eagle, etc. I am trying to suggest a flexible way to make our super soldier here. This is my attempt for Frogboy or devs to see the feature I want. My attempt to “have ultimate control over what kind of army you want to have” Every creature & equipment has a wei
Climber
This post is a continuation of the idea that everything should have its weight. I’ve repost my previous article about that in the 1st reply. Slained bodies have weight. After a fight, a % of the defeated army is slain. Their bodies have 100% of its original weight, but this figure decreases with time. As time passes the old battlefield becomes a graveyard, sometimes these rotting bodies become the Undead version of its living counterpa
I've double posted. The forum does not show my first attempt to post after I post.
[quote who="psychoak" reply="14" id="2230807"] Industrial specialization. No. 39% resource usage. This would be a compounding effect at every level, making multi-tier productions actually be more cost effective than the base refinement by more than doubling the products at every level. Nice thought, but that smithy of doom making enchanted blades and armor in two steps is taking a unit of ore and turning it into six plus, while just a smithy would turn it int
I've voted too. Can't see the survey statistic. How to see the result? Maybe add some questions able pull economy in the survey too!
I read & knew why u suggest it. But the 'caravan stuck' moment in your model is even more troubling to me, as MR get reprocessed repeatly all the time in many cities. Maybe the devs should label MR caravan on why it is travelling anyway, to ease the too many caravan problem, regardless on which camp they try to use.
Ellestar, pls stop the yelping about LOTR or Starcraft. It is not interesting & completely offtrack. [quote] @ Denryu: I like your idea about caravans only setting out once they've accumulated a large enough load, so long as we are able to expedite things if we need to for extra cost (by extra cost, I mean per resource. Caravan costs should be uniform whether they're full or not). [/quote] I like your attempt to refine your idea, yet this
[quote who="pigeonpigeon" reply="23" id="2228085"] Quoting Climber, reply 7 The PE I’ve suggested always prioritize to finish your last order first. I actually really don't like this idea. In general I'd much rather that the game prioritize my first order. Otherwise I could easily see situations where an early order is incredibly delayed or even completely stalled for indefinite periods of time, just because newer orders constantly supersede it. There should be a prioriti
[quote who="DivineWrath" reply="11" id="2227208"] No word on player created super soldiers yet? Damn. (goes back to waiting patiently) I feel your pain man. I feel your pain.[/quote] [quote]Because people in Elemental are a resource[/quote] I wish the engine will be flexible enough that any creature is a resource (for easy a modding future); that includes bear, horse, giant eagle, etc. I am trying to suggest a flexible way to make our sup
[quote who="Ellestar" reply="22" id="2225593"] Quoting Climber, reply 2 This is a discussion with Ellestar on the discussion of “Pull Economy” (PE) at Post #336. It is good that Ellestar try making a meaningful criticism on it. Use the ‘how to create a Solider with sword+2’ as an example, I am showing how to predict when a new unit arrives. (Crystal+Alchemy->Potion+2) + (Ore+Blacksmith->Sword) + (Creature/NR+Barrack->Soldier) =
Denryu, I’ve found that your Reply #317 is quite different from the PE I’ve suggested at #336. You have suggested if there are multiple factories at various locations requiring iron, the iron mine will split its delivery to these multiple factories. My suggestion is that the factory required by the Last Order takes it all. Once the last order is fulfilled as quickly as possible, the 2nd last factory requiring the MR/NR will resume its production. <br
Spartan, thanks for the Karma! What do you meant by different models in your Reply340? [quote who="Ellestar" reply="24" id="2224212"] It's hard to predict when units will actually be built/upgraded so a strategic value of this feature is zero. Basically, you just added a complex simulator for nothing.[/quote] This is a discussion with Ellestar on the discussion of “Pull Economy” (PE) at Post #336. It is good that Ellestar try making a meaningful critici
[quote who="Winnihym" reply="14" id="2222568"] Spartan, I found a demo of Capitalism II last night and played it for a bit. I think you're right, it's kind of what we've been discussing here for a bit; it's a pull economy based on what you want to manufacture. I never got as far as computers (I was struggling making bread... ), but the idea is the same, only without the indicators for supply and demand; so far, we've thought that the only demand is the sovereign's deman
New changes are in italic. Unit Upgrade mechanics is now included. Pu
Thanks Frogboy for updating this on a weekend! Camp#4 is no good. Way too much micromanagement. Every city can produce all kinds of MR. Those MR will all need to (micromanage) caravan to the barrack for unit production. The issue of obsolete & unused MR stuck in warehouses is not addressed. Camp#3 is better so far. But I still like my Reply 271’s Pull Economy (PE) best. Under PE, all MR produced is used. Warehouse
[quote who="Winnihym" reply="13" id="2220514"]We're kind of getting back to camp 1, though, aren't we? If the AI is making the decisions about where a resource goes based upon what buildings are in what town, then the complexity is still there, you just don't exercise direct control over it. Now, instead of having to micromanage a caravan route set, I have to micromanage what buildings are in what towns over time to affect what trade routes the AI sets up for me. I still hav
Thanks Winni! I think I know you, today I see a winni watching EWOM all day in the office! :) I am trying to elaborate the micromanagement issues of manufactured resource streams for Camp #3. My focus is different from you, as I like having physical caravans roaming the map, as long as we are not talking about over 100 routes. You are right on about the 'distance tax'. Devs should decide on how that should be handled. In OP, it does not "quite" m
Human, fallen, dragon, bear, horses, fairy, shark & ANY unit are all resources & should be tradable. ALL of them can be used as mount or as component used to assemble units (as allowed in Beastiary) For example, a Bear should have the ability to "Carry 250 pounds". A Fallen Fighter (140 pound) + equipment (70 pound) should be able to ride the bear and become the Fallen Bear Calvary unit (as allowed in Beastiary)
Camp#3 reduced micromanagement issue of Camp#1, by removing the gamers’ ability to fully controll caravan route during production process. In exchange, city is more specialized, i.e. build more blacksmith in certain town to make the town a sword production center. This is a definite improvement over Camp#1. [quote] A short sword doesn’t become a long sword or anything like that. But A short sword would automatically become a better short sword if I research tec
[quote who="BoogieBac" reply="12" id="2217206"]For those wondering about resources, here's what were shooting for.... NATURAL Early Game: 3-7 Mid Game: 8-12 Late Game: 13-20 MANUFACTURED Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units) Mid Game: 12-30 (4 level of above + some Accessories) Late Game: 31-50 (6 levels of above + more Accessories) AND these manufacturing num
Tiefling, pls note "20 cities * 15 resources" there means natural resources (e.g. ore) PLUS sword+2, ring of invisibility and you name it resources as I've described above clearly in my post. For the 2nd half of your post, the Northern city Forgotten Well is not Frogboy's concern. Pls reread OP.
[quote who="ckessel" reply="13" id="2216619"] That's actually a perfect counter argument to camp 1. Can you imagine doing that for 20 cities for 15 resources? That's 15*20 sliders to adjust... And you can't set it and forget it since priorities will change as research happens, as towns are founded, as treaties are made, fronts of battle change, etc.[/quote] I am amazed so few people think of above, this is the first impression I get from the OP’s “Sophisticat
[quote who="Ashain" reply="20" id="2215928"] Couldn't disagree more. There's a reason why names like Cloud Strife, Sephiroth and Aeris are burned into our memories. How about Kerrigan and Jim Reynor? Master Chief and Cortana? 2 out of three games I just mentioned have significant MP portions to them, but just about everyone played them first for the storyline. Storyline gives you a sense of why you're there in the first place, and why do I care about this pa
[quote quoting="post"] We are revisiting the way the economy works in Elemental to simplify it. There’s been some positive developments that I can’t talk about yet. The short version though is there will be likely be a lot lot lot more story to Elemental than anything we’ve done before. Each sand box game should feel like an epic story if we do it right. We’ll see. [/quote] I don't want 'more story' for EWOM. I don't necessary want
[quote who="Frogboy" reply="1" id="2214977"] But we won't be inserting artificial players (bots) into games unless users explicitly ask for them. Before, we planned to have bots operating on their own server looking for MP games to join complete with their own chat capabilities.[/quote] That is good arranagement. One more feature is needed though. Gamer should be able to ask an AI to join the game replacing any existing player. Sometimes, your on-line friend s