Isn't there any name used in the books ? And I really like skael.
vieuxchat
Gildar is lokks like gil. In FF. I don't like it. Rigma is ok. Why not some name related to elemental fluff ? Is there some word for "shard" in elemental lore ? Shardii ? Risharda ?
I would kill for a dune 1 (the video game) mod.
[quote who="Cauldyth" reply="29" id="2570172"] Choices, choices, that's what we want. In my opinion (which matters for squat!), it goes a little too far down the route of complication. It would be good in a game more narrowly focussed on city-building, but I think it would be too overwhelming in a game with so many other things going on. I'm in favour of keeping things a little tighter. Just my opinion though, of course. [/quote] You're rig
What do you think about my idea of an unlimited population (but food would still limit your overall population in your kingdom), but houses would limit the "educated" or "well-living" citizens. And the excedent citizens would create some nasty things in your cities (because they have nowhere to live) ? It still works with a global food resource. At the moment housing is just boring and there's no real choice to do. Only houses (and apartments) or mansions. But why would you build some
[quote who="Cikomyr" reply="15" id="2569903"]Ohhhhhh... I love that idea of not ennough housings doesn't stop the population growth, but cause civil troubles. Like criminality, unrest, etc..[/quote] The more I think of it, the more that idea could lead to interesting behavior in the game. In fact the "housing" cap would only be a "rich, well educated people" cap. Food would only be the hard cap for total population (because there's an infinite tech for farming, it wouldn't limit so st
The only current problem I see is that two cities youbuilt too close to each other will overlap their available tiles for buildings. And as the resources are reserved as soon as they get on a city influence, you won't be able to choose which city can build a mine if you build the two cities too close to the mine.
Mount and blade has that thing, and it's really usefull. [e digicons]k1[/e]
Yep, we want moaaar surveys.
[quote who="Frogboy" reply="11" id="2569784"]Good discussion. So let's talk about what housing is meant to accomplish in Elemental: The idea is to provide a mechanism of deciding which cities should contain your population. Right now, the weakness I see is that farming (food) is too connected to a given city. As a result, we have the problem where a farming village can't feed a distant city as you would have in the real world. So the question is, ho
The more I play it, the more I hate the housing building. It should be automatic. there's a reason if every other tbs has only one cap for city growth. There's no interest at the moment in getting prestige housing. Because you won't be able to get a lot of people. Sure they will come faster but it's always better to get more people for armies (for instance). Unless prestige is used for something else, mansions are of no interest. Maybe the following would be enough : fewer bui
I remember being able to build one. Maybe in a level 4 or 5 city. Don't forget to research advanced farming to get increasing bonus on the farms.
Best characters ever : Morte in planescape torment (a talking skullhead) and Ignus (a flaming body), Fall-from-grace, Vhailor, in fact all og the characters were awesome. The stories of those are excellent because they involve failures, human sentiments and heavy curses.
About boots and patch work and the like : I don't like the fact that when you choose a new cloak it deselects the former cloak you gave. I want to give equipment that change the stats (like +1 in seing) and the ability to change how it displays : a white/blue/green/whatever cloak shouldn't un-equip my previouly equipped cloak of awesomeness.
House --> apartment can't be automatic, they don't use the same surface : a house = 1 tile, an apartment = 4 tiles.
Those are quest triggers.
Oups. You're right. I'm exhausted -___- I put "my" savegame in the autosave ones ... Well ... There's only two autosaves.
done and [e digicons]k1[/e]
Before the forums backup, someone suggested a radial menu : double click and you get the icons around the city hub. I really like that idea.
In fact the unit don't come from the city hub, but from the nearest gates. So it seems the unit travels 5 squares, but in fact it's just one. The units are in fact in all of the city squares.
Devs stated that in fact those tiles were "cliff" tiles, and so not walkable.
The autosave use 3 different save. But I agree that being able to choose would be a nice feature.
All those conerns are numbers related, and will surely be tweaked before the final release. The only "gameplay" problem is that units don't die of old age. and so you could get more and more and more people in your empire by buying units and letting your cities refill. That's a weird behavior, but it is encouraged by the game. Maintenance will be a good way to prevent this, but there's techs to hamper that. A hard way to prevent that would be to let the soldiers used be in the total p
[quote who="Tasunke" reply="26" id="2565673"][quote who="=Outlaw=" reply="23" id="2565190"] Quoting Tasunke, reply 17 "If however, we went the route of charging 1 essence every time the shard is used ... then I fear it will break the game. If you have too much essence, its a war of attrition, and if you have too little essence, the option will be impossible to use." Not sure what you are trying to say is wrong with this. Seems to be the modus operandi of all s
If roads exists, then each city will get a bonus in resources from the other city. For instance : City A has 30 food city B has 10 lumber. Each road will bring 10% from the city. So city A will have 30 food and 1 lumber and city B will have 3 food and 10 lumber. So you absolutley need to connect all of your cities. EDIT: about the dungeon level : Devs said they will only use one "plane" of existence. But it will be moddable.