vieuxchat

vieuxchat

Joined Member # 2542912
66 Posts 1,186 Replies 16,566 Reputation

[quote who="John_Hughes" reply="11" id="2594302"]"Population- Population should control the total productivity of a city. With the base population for a city’s LV used as 100% (AKA no penalties to production). A city let’s say needs 250 people to reach LV 2 if this LV 2 city’s population falls below 250 the current population (170) divided by 250 would give you the total productivity (170/250 = 68%) of this particular city. Now the city would produce things 32% s

15 Replies 19,454 Views

[quote who="Madocs" reply="136" id="2594134"]Scale up? You mean having the houses the size of lumbar mills? Or am I mis-using the scaling Idea.... My thought is more that we need smaller houses and smaller towns to match the reality of distances.... I have never seen a mountain in real life as small as 4 houses in a row.[/quote] No ! Scale the world up, and let houses unchanged. Instead of : (B building F forest X nothing) FXXBXXF you have FXXXXBXXXXF : it'

141 Replies 249,603 Views

Are you aware the penalties will be in the final release ? Production times and unit production times are doubled when you're short on food. Moreover, buildings like tax center need citizens to be useful. And i'm fairly confident they will add other things as the betas go on.

114 Replies 235,031 Views

It also helps preventing you people from fleeing away in a nearby city with a higher restige ;) Anyway, I also think an other use when at max would be a good idea : If your population is a t max, then the prestige is a bonus for your building times and the income of every resource in the city range. EDIt: or it could always attract new heroes easier ?

114 Replies 235,031 Views

[quote who="Madocs" reply="134" id="2593907"]Mm True, I still prefer the idea of scaling down by 1/4. No cities are that large for only being a village or minor town. If they were smaller and not sprawling totally out of scale, there wouldn't be the trouble with the distance between cities.[/quote] Why not scale up instead of down ? The tiles are already divided in 4 (in the first beta all buildings were of the size of a lumber mill).

141 Replies 249,603 Views

At the moment there's a problem with huge cities : some units don't have anogh movement points to get out of the city. If at the end of their movement a unit is standing on a city tile, then it automatically enters the city. Devs are already looking into that, but BoogieBac said it is a more difficult task than it seems.

8 Replies 6,199 Views

In king arthur the roleplaying wargame, quests have different endings, based on their difficulty. And that works very well, because it has a morality chart. and you can take tyrant or righteous decisions. There - at the moment - nothing like that in Elemental. It would really add an interesting layer of possibilities to the game.

5 Replies 3,245 Views

Devs already stated that prestige will help you get people from other towns. And the speed at which it fills is an important feature : you won't be able to maintain a strong army without it, because each soldier will come from your population.

114 Replies 235,031 Views

[quote who="Frogboy" reply="19" id="2592966"]Sounds to me that people DO want a tutorial. If that is the case, we'll need to revisit that.[/quote] In fact I'd like a tutorial (and I would kill to help write it [e digicons]:-"[/e] ) AND advisors. At the moment I'm playing king's arthur the roleplaying wargame, and each time somethign new appears, a help windows explain what I need to know. Every options like map, round table, objectives are introduced one after another. But w

71 Replies 136,937 Views

Dex doesn't always change the def, because it only applies a multiplier. So if you have 15 dex you get a X 1.5 in def. If you get to 16 in dex from 15 then your def may not change (dor instance if you have 2 def and 15 dex you get 3 def overall. With 16 dex you still get 3 def overall because the game rounds up)

6 Replies 1,194 Views

The potions raised dex or defense ? Because 20 in dex will only apply a "X2". And 0X2 = 0 ;) For me it works. If I get an armor with +2 def, then I get a def of 4 (with a dex of 20).

4 Replies 525 Views

Are the city always giving a multiplier bonus from their level ? Devs said that a city level 3 would apply a multiplier of 3 to every things produces in the city. Maintenance : at the moment whatever the number o fcities we have they cost nothing in terms of maintenance. Is it working as intended ?

0 Replies 598 Views

[quote]I've now played three games under beta 1Z1 and, while there's more to look at and it feels more like a game, I'm finding the game less fun than earlier betas. Here's a first pass at a few things that are killing the fun factor: Monsters are a LOT tougher than in any of the earlier betas and there are a lot more of them. My leader used to be able to at least handle a black widow but now she dies 2 - 3 times before she can kill one and that's simply because t

13 Replies 7,108 Views
Reply to Economics in War of Magic

@The progress: [quote]You can queue up construction for every occupied tile as soon as you place the initial city building. Yes you have to wait for the buildings to construct but the process is far far quicker than with the initial city. And the starting city isn't 40 tiles. It is something like 10.[/quote] It's far quicker for the player = less micromanagment. And there's some buildings that speed the construction, so a newly build city won't get access to

70 Replies 152,790 Views
Reply to Economics in War of Magic

@Frogboy [quote]Re roads: the point of a game is to have fun. This isn't Sim fantasy civilization builder. It is a strategy game. Roads will be in Elemental but we want to stay away from the situation where players are feeling like they're a construction czar or something. Moreover, requiring the player to construct roads in order to tap into a global resource pool doesn't make the game more fun. It just adds an additional step that gets in the way of the general strategy

70 Replies 152,790 Views

[quote]If you have to choose a specific sov in order to get anywhere in game, there is a problem. Also, you can edit the sovs file under units to cheat.[/quote] Remember we're in beta ;) Numbers aren't already crushed and the battle mechanics aren't set yet in stone. And there's traits that don't work as intended. [quote]With 50 minimum in every resource I still can't train anything other than peasants, I have no shortages showing for materials.[/quote] That's weird. T

30 Replies 60,971 Views