Old bug, where cliffs aren't shown on map (the tile on your left isn't a walkable tile in fact)
vieuxchat
Devs already said that you can add how many flags as you need on items. What I hope is that it will be in use in the vanilla game, and properly used.
I hope quests will refresh. At the moment, once you've done them no new quest appears.
[quote who="Cikomyr" reply="17" id="2574121"] Having a rock paper scissor susyem would be a bad choice. I mean, not really bad, but too easy, too cheesy. I would like instead of hard/soft counters to get tactics counters : fatigue, terrain and morale. Pikemen would be good because hey get a bonus in attack as high as the number of squares needed to reach the pikemen (fast = damage), but in close combat they would get a speed penalty. Instead of just "pike good vs cavalry", the pikmen wou
[quote who="Campaigner" reply="1" id="2574024"]that would benefit bigger armies and I for one want to get rid of that. It's much more exciting to have many bands of small units. In RTS terms, your suggestion would end up in one big battle but mine would have many small skirmishes.[/quote] I want to have the choice. The battle system shoud let you decide what you need : a small raider force ? Or a huge army to crush enemies ? Or an army to take cities and hold them ? Or berserk units t
[quote who="Denryu" reply="21" id="2574341"]Sorry, I was not intending to go lawyer on you. I just wanted to know if you had any guidelines. Based on the poll I did, I would guess that most people feel that the gameply is 1/3 of the way there. Is the game 1/3 complete with the gameplay where it is and no real graphics to speak of? No. But we will see what 1Z brings. I would say that if it as big of a step forward as you hint at, I will be voting yes.[/quote] I think the gam
[quote who="Cauldyth" reply="9" id="2573897"]I would also like to see some differentiation along these lines. I don't want the situation where you're screwed if you built the wrong kind of unit, but I do want to see the game encourage combined arms. The game should encourage well balanced armies - a core of infantry, cavalry for rapid response and charges, pikemen to protect against enemy cavalry, archers in the rear, skirmishers for harassment, etc. That's only possible if
[quote who="onomastikon" reply="13" id="2573941"] Quoting louist, reply 12 A Civ 4 mod had a fun little option in it that cuased the game to play out like this: At some defined point (number of turns) the game would start checking scores, and if the player was leading the next highest civ by 30% or more, the player would switch control to the lowest ranked civ, and his former civ would go to the AI. The game would now wait for the player to take this new race up to the top of the la
[quote who="Luckmann" reply="6" id="2573986"] Quoting vieuxchat, reply 1Brad already stated that taking the "egalitarian" trait (which let you you train men and women) will b e at the cost of a lower birth rate.Oooh, neat. Source? I'm not as attentive as I used to be.[/quote] I don't remember where I read it. It was about traits chosen at start. The message of Brad is lost in the middle of a discussion.
[quote who="Scoutdog" reply="2" id="2573858"]Does that mean approximately double recruitment or something? 'cause it seems useless otherwise.......[/quote] Without egalitarian, your recruitment power is half your pop. With it you can hire as many as you want.
[quote who="Tormy-" reply="2" id="2573799"]Well, we gonna have elemental/magical dmg types [fire, ice etc.] and resistances as well. We had a long discussion about this a while ago btw, because many ppl were worried of the simplistic [civ4 style] system. So basically you will be able to mod in swords which will do ice dmg for example. You can mod in armors, which will offer ice resistance. etc. Hell, I think that we will be able to mod in new dmg types or resistances as w
Brad already stated that taking the "egalitarian" trait (which let you you train men and women) will b e at the cost of a lower birth rate.
@outlaw : at start the game is challenging because there's great threats. In mid and late game those threats didn't scale. And as you're more powerfull those threats seem less powerfull. So the game need something that would scale up with time. The armageddon counter in Fall From Heaven 2 is a great idea. You don't become powerfull because you want to win, but because you absolutly need it in order to not lose.
[quote who="keithburgun" reply="170" id="2572764"]Guys, please, please don't call the currency something stupid. If you think it makes your game "more creative" to call it Deubeldorks or Froinks, you're just wrong. CALL IT GOLD, or coins, or friggin'... GOLD! Call it something people normally refer to as a resource. WHY make us memorize 200 different words for the same thing, GOLD. Thank you.[/quote] Don't forget th
[quote who="IgorM" reply="5" id="2572814"] Quoting Eidolon94, reply 1I will never get why people seem to be unable to read video descriptions on YouTube. 'This is footage from an early beta of Elemental. At this point, the pretty 3D graphics are disabled,...' Oh, my mistake then, although I don't get that "cloth map" thing. It seemed bizarre why would anyone disable all of the visuals or why would that option even exist to
Good post ! Suggestion 1 : Player customizable VC. That would be a blast IF the game allow it in an easy way. And creating a new script is not an easy way (well it is, but not enough) Suggestion 2 : A scaled AI, brilliant idea. In conjonction with the suggestion 5 (bastard AI) that would be interesting : maybe treaties would be harder to get in the late game. Wars should hav
In fact there should be an option in the unit designer to give several weapons to it.
[quote who="Tridus" reply="156" id="2572379"] Quoting the Gorgon, reply 152Post Cataclysm I think its best to stick with plain "Gold". It's also easy for anyone to understand and doesn't draw attention to itself. A named currency like Rigma or Gildar would fit better in a campaign with existing civs - not in Elemental. Just my two copper coins. Brad had this to say about that in an interview: "It’s amazing how many things in game they&rsq
I think that's just remnants of the ancient system of roads : by themselves they didn't do anything instead of creating a caravan, and caravans were transporting resources. Now when a road is built the connected towns automatically get resource-bonuses. So I think caravans aren't really usefull at the moment (what "really" happens if they are attacked ? A loss in resources in the connected towns until a new caravns is built ?)
About "diplomacy levcel" onomastikon spoke about : It's already done like that : your "diplomacy power" that is used when you try to get treaties is you level in diplomacy ( = how many breakthrough you got in diplomacy) + tech that enhance your "diplomacy power". Cross-techs (with prerequisite of at least two different paths) should absolutly be done with paths level, and not precise techs. It would avoid transforming the cross-techs in must-have and then re-creating a new tre
I summoned one :D And it has the graphic of a troll -___- Damn beta. You need 10 essence (it's your maximum mana) mana regen will only fasten the rate at which you regain your lost mana points.
You can't build them. But, in unit design you can assign some of them to a unit.
[quote who="Frogboy" reply="44" id="2571069"]Cikomyr - We're going to do both. We're going to have pioneers units that can go out and harvest resources (ala asteroids in galciv2) except the resources go into the global pool. Of course, they're pretty vulnerable if they're not protected by a city but it's one of those "interesting" choices.[/quote] Good to hear that. And about "bad" quests to complete if you don't have enough food ? [e digicons]O:)[/e] &n
What about bad things ? If you get on a negative food then not only do you get a hit on your productivity but also a chance that you get "negative" quests (bring back the food or we revolt !). For instance : you have 50 food and need 60. Your at -10 on 60 it's a 15,666% So each turn you get a 15,66666% to get a bad event. Bad events (or bad quests) could have a "weight" : searching for food (killing something ? Diplomacy ?) or building something that would let your citizens happy for
[quote who="Tasunke" reply="34" id="2570477"] If however, prestige were to act as you [outlaw] are talking, then housing wouldn't be very meaningful, and people could cheaply powergame by Building nothing but prestige and no actual housing. By doing so, they could build only 1 house in the capital and have most of the population go there. It wouldn't make sense, because without a housing cap the system could easily be broken.[/quote] That's why I was thinking of different kind of