tanafres
Impressive post:-) Also: [quote quoting="post"] ..., magic (think, shared mana pools), [/quote] Yay!
[quote who="flymar" reply="6" id="2739258"] * Units trained shows with less then full HP - wounded in training? But when they got out the city they are fine. [/quote] Units in cities get +5 HP as a defense-of-homeland bonus; when they first enter the city (or are first built) they haven't filled up that extra 5 hp yet, so they look wounded. For example, a new peasant in the city has 5/10 hp on training, then 5/5 when he leaves.
I totally agree with the intentions behind this; I think the reason that the default sovereigns have all of the books is so that whatever shards they find will be useful to them. Probably not the best way to handle this, though - I want to have to scrap and extend myself for my shard's kickbuttedness (and all shards should always be useful ). For multiplayer, you'd need to have a way to ensure a relatively close shard of your ty
This bugged me too, and then eventually I realized that the town being upgraded is selected, so you see the resources display on the bottom in the UI's overlay. It's super easy to overlook, though - I still sometimes forget for a bit when the question comes up:-( It would be more effective placed in an open book display similar to when we view the city details (replacing 'Train', 'Build', 'Raze' for this usage). [copied my answer from another thread with the
This bugged me too, and then eventually I realized that the town being upgraded is selected, so you see the resources display on the bottom in the UI's overlay. It's super easy to overlook, though - I still sometimes forget for a bit when the question comes up:-( It would be more effective placed in an open book display similar to when we view the city details (replacing 'Train', 'Build', 'Raze' for this usage).
I couldn't sleep without posting this, which sucks as it's past 6am here:-( So... To understand where I'm coming from, I already like this game a lot (as of v1.06). To give some context to that, my Out Of Memory CTD only happens after 4-5 hours of play - and I've seen about 6 of them in the last week. I sometimes even stop before it crashes:-p Why do I like it? I really feel like I'm building a fantasy kingdom. I love the rain of stones
For me the effect of Organized simply doesn't make sense. You're organized, so your heavy tank infantry unit with 2 moves can now move as fast as your mounted, traveler's cloaked, movement booted, adventurer sovereign? Really? That's some impressive organizing, that is. It would be completely reasonable and intuitive if your organizational skills gave +1 movement to your stack, but as it behaves currently it's more fairy trod than organized.
There's a lot of good stuff in this thread. Though I don't think anything should be completely physical immune (or at least incredibly rare), or you could end up screwed in unreasonable ways. And to emphasize / paraphrase what someone else said: if your magical attack is throwing something physical at someone, then armor defense is the correct counter. Otherwise, not so much. :-)
Awesome idea! [e digicons]k1[/e]
If that's the only typo you found, then you're not looking very hard:-p Hopefully they'll have a few proofreading passes before actually going to press! IMG_04: Ogres: 'they lack', not 'the lack'. Also, missing the verb in the ending clause ('looking' or 'searching' for mates of their own) Golems: 'if their creator is killed' - each golem is singular, and likely has a singular creator. Rock Gi
While they look great once placed, I find the city improvement menu options to be literally flat, and monochromatic (red? really?). It makes building selection - which should be exciting - feel dull and even painful. Hopefully the assets for this will improve greatly before release. Also, Sareln's production overlay idea is awesome. Tabs for groupings which default to 'Show All' is another good idea.
[quote who="John_Hughes" reply="15" id="2635370"]Hiergamenon - Def: We made it up! Pronounced - Hare-gam-anon. [/quote] Wouldn't it be pronounced High-er-gam-en-on?
Yeah, I noticed that; if you run your mouse over the fog of war you still see the popup hover cards.
I like it; an unfinished overlay is a great idea:-) [e digicons]k1[/e]
Awesome:-)
In other threads the devs have stated a desire to explicitly avoid a building unit. I think it's because of the late-game civ phenomena of building roads everywhere, junking up your pretty empire, and then just having them sit around. Personally, no having them seems a little odd to me for 3 reasons: 1. the building tasks are currently self-generating (i.e.roads): wierd. A simple path might auto-generate, but then why would you have to tell the city to make the raod and us
Well said.
I'm not sure what you're championing here. Should your mobilized military forces possibly be several times larger than your entire settled community? That doesn't really pass the sniff test, does it? Who would feed and pay the soldiers? Fortunately it's already taken care of in Elemental (yes, it may change) by the unit wages, as I mentioned.
They might not all be from the same city, but they're also not coming from your 5 cities of 500 people each. That is, any forces you marshal should always be proportional to your population. So far, Elemental handles this with unit wages and (I believe) by taking a unit from your population for each unit trained. So his point is good: if we're going to have armies of such a size, then the city populations need to be fine tuned to make that reasonable.
I dunno. Most of the suggestions here seem to be geared towards never being 'land-screwed'. But this isn't Magic:the Gathering, it's a turn-based strategy - and in a TBS, being land screwed is a big part of the fun! If you need a resource and it's not in your territory, you shouldn't be able to wave your hand and make it all better and easy - you need to tailor your strategy in a meaningful way to achieve it. And when you do, it will be that much sweeter. That sort of
Well I would never play that way, because... . . Just kidding:-) It's a solid idea; well done.
[quote who="Frogboy" reply="5" id="2551183"]Look, guys, we're not getting rid of the talents and weakneses. We like them. They're fun. They're staying. if you don't like them, move along and let others who want to add other talents and weaknesses participate.[/quote] Whoa. I've double and triple checked, and not a single poster before your reply even hinted that they wanted to remove attributes on the Sovereign - quite the opposite, they seem to all be trying t
I forgot to mention: the actual road construction should take not only time, but a portion of the nearest city's production, possibly with an additional gold layout (especially for some of the road upgrades). I think this is the direction that roads are going in anyway, but hadn't been mentioned in this thread (I don't think...)
Fantastic! Here's why (IMO): 1. adds real tradeoffs and strategic importance to the selection of where to build roads (I've played a lot of games, and I can't think of any that did that well) 2. greatly reduces or even prevents that ugly and unrealistic 'road spam' 3. makes large swaths of the world feel much more organic - in both ways. Unmaintained roads slowly falling into disrepair is an awesome idea, especially as defeated opponents roads crumble. In the other dir