tanafres

tanafres

Joined Member # 2479746
4 Posts 252 Replies 4,384 Reputation

[quote who="Heavenfall" reply="15" id="2861073"]If you had a 200 you'd get as many of that type as all the other types put together. So 350 is still very low. Most likely reasonable numbers would be above 3000.[/quote] Ah! I see, you meant low # of land per resource, not resources per land. Gotcha.

47 Replies 33,630 Views

[quote who="Flunkie" reply="12" id="2861068"]Just a small thing: there's a very high chance my math is wrong, but isn't a change of 1/200 to 1/150 actually 33% more, not 50% more?[/quote] Yes. An easy way to think of it is that we'll get 4 resources per 600, instead of 3 resources per 600.

47 Replies 33,630 Views

[quote who="Heavenfall" reply="10" id="2861047"]For example, 350 would mean that after the random resources were placed, it would ALSO place this resource once per every 350 tiles (obviously, 350 is a very very low number here).[/quote] It doesn't sound like a guaranteed 1 / 350 spawn for a given resource would be considered a low number at all, if currently all of the resources have to compete for each 1/150. So it s

47 Replies 33,630 Views

[quote who="razorboi" reply="2" id="2860139"]hmm well thats kinda stupid hehehe. but if that is the way that it has to work then it looks like i might have to destroy a hut, cast the spell then rebuild the hut. [/quote] You shouldn't have to do that; the idea isn't that there has to be a empire-wide food already available for Nature's Bounty to work, but rather that it improves existing food production - so you can cast it on any city that has a linked food resource (fertile land

6 Replies 2,720 Views

Though it's not well explained nor prominently displayed in-game, cities have a maximum number of buildable tiles. It's not something most players come up against in a normal game (though I assume it's attempting to force meaningful choices), the tile cap increases with city level (at least it used to, I haven't payed attention to it recently). Kind of a vestigial game concept as it's currently implemented. IIRC, you should be able to see # of available tiles in the individu

2 Replies 1,076 Views
Reply to Elemental in PC Gaming

[quote who="AlLanMandragoran" reply="3" id="2856255"]Were you goosestepping?[/quote] Were they whosawhat?

10 Replies 36,173 Views

[quote who="kenata" reply="9" id="2855836"] 1) Expanded Champions - Deepen them a bit to make them more than glorified normal Units -snip- 3) Expand Tactical combat to include special abilities for most, if not all, units - I think every unit should have at least 4-5 actions available in any given turn -snip- 6) Implement more extra-city improvements - This may be a bit to civ like, but external buildings like outposts, watchtowers, and merchant c

32 Replies 20,068 Views

[quote who="Magog_AoW" reply="35" id="2854394"]I had no idea you must set AI difficulty manually, and I've been playing since beta... [/quote] Yeah, I'm thinking a UI review might be in order there...

153 Replies 284,023 Views

[quote quoting="post"] -- is there a way to select a specific unit within a stack to enchant? I keep having to move an individual unit into a neighboring square in order to enchant it, which is a major pain point. This is probably my biggest single complaint about the game right now. If there is some way to do this already then I haven't discovered it yet. [/quote] Nope. It's a high-priority known issue that was on all of the changelists for the 1.1 betas

2 Replies 5,478 Views

[quote who="hellers1155" reply="4" id="2852909"]Re: Glowing Ember I'm not sure I understand your point. I like it that each spell has an Intelligence requirement; if your Sovereign does not have that many Intelligence points, she/he can't cast the spell. [/quote] Sorry hellers, but the sovereign (only) is explicitly exempt from intelligence requirements for spells, so the 100 requirement for the Spell of Making is frivolous (though it forces your so

7 Replies 6,724 Views

[quote who="Frogboy" reply="4" id="2846179"]Elemental has demons, dragons, drath, etc. that one can research up to. That said, I think there's a real pacing issue that needs to be addressed in the future. I am not convinced that we need 5 different tech trees. I could almost imagine it broken down to 3 like: Civilization Lore Magic where Warfare, Diplomacy, Adventure and Magic get split into these areas. O

72 Replies 272,944 Views

Pretty much everyone seems to dislike the popups at the beginning of the turn that tell you to do something and then are displaced with another popup, all in a row and often without allowing you to actually accomplish the things they request. I assume that it's very difficult to fix this interaction if you stay with the same general way of doing things. That is, on each event you would have to suspend the queue notification, and have hooked up 'finished' listeners to all of your p

2 Replies 25,210 Views

Resource clumps have come about over time through player feedback. Flawed feedback, in my opinion. There has been tremendous concern about everyone starting out with the same 'necessary' resources, so starting cities have become resource central. What's the result? Well gee, those enemy capitals look awfully interesting suddenly, don't they? And most of the world is... well... really dull. Kind of a lame combination, really. I'd

25 Replies 25,133 Views

There's a tremendous amount that can be done with city-external fortifications, and there have been several posts along those lines. Personally I'd like to see a zone of control (stop movement on entering zone, reduce non-allied movement to 1/turn while in the zone), and a more exponential timeline in fort improvements with significant changes between levels (things like the ability to damage troops trying to bypass the fort, higher health and defense levels, auxiliary structures affecting ba

2 Replies 1,256 Views

Very nice idea - it 'feels' a lot better. You know, in my head. Wait, why is everyone looking at me like that? Seriously, in addition to interface consistency (to the better of the 2 interfaces) it gives 'weight' to the food - currently it feels like the food just blows away. With this you can see that it's there, you're just using it (and you also get to tickle the accumulation impulse of the player, which is a big win for a lot of strategy gamers).</

8 Replies 41,251 Views

I don't know if anyone else has mentioned this yet, but a bug that bothers me is when you mouseover your unit icons when they're in a city, the displayed information is undependable. That is, sometimes my swarm spiders all say 2 defense, sometimes 0. Sometimes they all look healed, sometimes you see the damage (the info to the left if you actually select them remains correct). This isn't between turns or actions or anything; just keep moving the mouse around and you

66 Replies 133,008 Views

I also really like the art direction and ongoing additions. One of my favorites that you didn't show is the empire town's info card portrait. Unfortunately, the Kingdom town still has what looks like a screenshot from the alpha build as the image.

21 Replies 16,238 Views

Yes please! I keep seeing quest locations / goodie huts beyond my level, and I can never remember which research paths get me there. Particularly troubling since there seems to be multiple 'types' of goodie hut. Maybe not show them to me until I can grab them? Sadly, that probably runs smack into the need-to-display-as-soon-as-spawned problem so we don't have arbitrary inability to build at the location. Also, the 'something in the back of your

9 Replies 2,993 Views

[quote who="Trojasmic" reply="25" id="2837827"]Somebody remind me... what comes first? 1.2? or the Expansion?[/quote] The expansion hasn't really been announced yet (the plan for one has, but not the content or release date). More to the point, the 1.x releases are Stardock trying to get the original game up to a point they're satisfied with it. When you consider that the game still has a long way to go (though it's been improving leaps and bound

79 Replies 186,778 Views

[quote who="WhiteElk" reply="36" id="2837301"]I see wisdom in your post tanafres and agree to a point. But by barebones I mean something which gives us some clue as to what aspects of the game are to be featured and when. Such as.. will Dynasty be largely delayed until expansion 2; will improved Diplomacy be featured in xp1 etc. It would be helpful to know the ballpark boundries before taking our turn at bat. [/quote] Ah. Well, that's a

44 Replies 166,028 Views

[quote who="WhiteElk" reply="31" id="2836904"] Can you share a barebones version of the design doc to help marshal our collective creativity? [/quote] Egads. Much as I'd personally love to see this, if you value your sanity - don't . Things you're planning on that don't pan out will have been assumed by some to be concrete promises simply by virtue of having been made known. Just imagine it: 'I can't believe t

44 Replies 166,028 Views

[quote quoting="post"] Not sure if it's relevant but I'm getting a lot of stalls in general, on all parts of the game. Essentially a ~1-2 second freeze followed by resuming as normal every ~1-10 minutes [/quote] I also get a bunch of mini-stalls; I notice that they happen when an animation is running (moving unit, etc), and when it un-stalls the rest of the animation has been skipped. I wonder if the animation times out? I al

2 Replies 2,902 Views