Well you can already marry and all that good stuff. One thing I haven't noticed is a diplomacy bonus when my children are married into a rival's empire. We had three sets of married kids and i got nothing for it. Is this intended?
SavageBananaMan34
Yes! It should be quite difficult though, considering that the Empire can recruit tons of ogres from that town. So difficult that in most cases it would be prohibitive and you'd have to put a real concentrated effort forth to destroy it in the rare case that you felt it absolutely must be destroyed.
I think an advance wars style color overlay showing where your unit can move would be nice.
Yea I agree this would be nice. Forget the AI Zubaz, if the player wants to cheat let him cheat. It's his own fault and if he thinks it's more fun that way more power to him.
Haha, well I think you're wrong Frogboy but there's no use arguing about this. So we'll work with the system we have now. What do you say about my first point, though? It's still pretty annoying to have that global resource pool.
Psychoak is right, Frogboy. If you're not going to let us build gardens, then don't let us build gardens. Strike that improvement from the game and do what you said where a piece of fertile land is located near the sovereign's start location.
I made this post as a spinoff of psychoak's in an attempt to make something a bit less incendiary and radical (though his ideas are great, I don't think Stardock is going to bite this late in the process). I think many posters on this board can agree city building needs to be improved - right now it just isn't very interesting and city specialization is difficult. Here are my proposed changes: 1. Require cities to have roads/sea routes to each other to share resources:
Your post is a bit flame-y, but I agree with you that city building is booooooring . However, I don't think you understand a couple things here - you can not grow shitty crops in a wasteland. You can't grow anything at all. See all those dead trees and rocks? That's all there is in Elemental. Fertile land is the shitty land. The "good" land is stuff like wild wheat and whatever else there is. edit: ^ you know what I take that back. Gardens see
Totally agree this is very annoying. Do it like Civ and put the display just outside the city.
I've tried researching construction with multiple races and even if there are abundant forests very close to my city (well within borders) I can't build a lumber mill no matter what I do. The game is slowing to a halt because of this, ruining my enjoyment :( Does anybody know if I'm doing something wrong?
can anyone here manage to build a lumber mill as altar? or any race, for that matter?
Trogs do indeed look cool. I wonder, though, are the other races going to have unique models as well? I was disappointed to see that wraiths and humans are pretty much the same...
I am totally confused about when I am allowed to build some improvements and when I'm not. Sometimes I can only build certain guilds even though I have researched several, sometimes I can't build a lumber mill even when there are tons of trees nearby after I've researched construction, I don't even know what I need to be able to build quarries after I researched them etc. Does anyone have a good source for where I can look all this stuff up?
it gives you a warning before you cast it that you can only cast it once. I think this is intended.
woooooooooooooooooot!
Ch-ch-chaaiinn lightning!! tactical upgrade of lightning strike reasonable amount of mana (should be a powerful spell) no shards Hits for direct damage on a target and STUNS it for 1 turn - then bounces to the next 3,4 or 5 nearest enemies and does damage ONLY to them (no stunning) air book notes: the algorithm for choosing what unit to go to next should not be choose the 3 nearest units and hit them, it should go like this: choose the n
[quote who="Frogboy" reply="19" id="2668066"] I'm sure in some future expansion pack we can dive deeply into "subtle" spells. It would be great if you could provide some concrete examples of spells you would like. We're all ears.[/quote] You don't have to break new ground here, just mix it up a little. You've played war3/wow right? Maybe throw in some spells inspired by mana burn (saps mana and does damage proportional to that mana), immolation (creates a fire shield around
[quote who="Xtropy" reply="11" id="2668063"]Instead of having an on off switch for scaling, couldn't there instead be a slider? That is, to one extreme would be absolutely no scaling, to the opposite extreme it would have proportional scaling. Users could then just move the slider to select how much scaling occurs. Edit: Not that something like that is a huge deal to me.[/quote] Yea this is exactly the solution that would be best. The two options you have in rig
(edit2: Actually I realized I really meant "fixed" [e digicons]X|[/e] ). Sometimes I want to get in to see something closer but the thing is just shrinking as I'm trying to get a better look. However , what I think is the best is to make the scaling very subtle - certainly nowhere near proportional to the zoom distance. So when very far out stuff would seem smaller yet nice and visible, and when zoomed in close stuff would seem somewhat larger - but in reality when y
So what's the deal with shards now? Do we only care about them for the big spells or do they give bonuses for all spells as well? It doesn't seem like there are very many shard-requiring spells...
woops! double post. wish these forums were as good as the AI :P
[quote who="Frogboy" reply="6" id="2668010"] As a practical matter, I'm going to have to categorize the spells into areas and then put an AI value on them. The AI will then make use of the spells reasonably intelligently. The only thing that scares me more than spells are boats.[/quote] Ok that's what I expected. Sounds awesome! And boats definitely suck. Look at Empire: Total War. Jeez, you don't want to go the way of that game. AI couldn't even invade across
By the way you should also take a look into the fact that trees magically appear from under a mountain when you lower it :P
This is one of the things in Elemental that's going to maybe curb modding a bit. You're an awesome AI dev, but just cause us plebs can come up with cool new spells to put in the game doesn't mean we can write AI to back it up. How generalized do you think you'll be able to get it? Will it be able to recognize a damage over time spell and be able to use it effectively, for instance? If I made a spell that turns a shard into farmland and put it into the game, would the AI be able to use that? N
dryman's idea is freaking genius, Frogboy. That will make all shards valuable to everyone and it will be far more interesting to choose which shards you want to go after if you only have a couple spell books.