vieuxchat

vieuxchat

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

How will we report CTD then ? I don't want to store the needed files somewhere.

5 Replies 1,094 Views

I got two problems similar to yours : I CTD when I was designing a unit and chosing its cloak, and scrolling doesn't work to the south if you put your mouse on the spell reseach bar or the research bar. You need to put the mouse in the middle of the bottom.

8 Replies 1,911 Views

Steam-only. Won't buy. It's sad i didn't play Empire:TW for that, now supcom2 :(

86 Replies 252,073 Views

I uterly and totally disagree with you. I still smile when I see the galciv2 perk : +70% pop "Don't ask". No, seriously, never change that. It's not like the whole game would a be a big joke. It's just little easter eggs.

50 Replies 128,545 Views

[quote who="MichaelCook" reply="55" id="2549133"] Quoting Sutekh, reply 50Stuff adding could be nearby cities and stuff like units and trade passing through. Once the value gets high enough a road is automatically constructed. Subtraction could be from bandit, enemies and monsters plus a small automatic amount each turn. The automatic substraction will ensure that roads not being used fall into disrepair and finally disappear. But then I have to spend all game micr

287 Replies 654,657 Views

I say I agree with Unicorn. Roads should be something you must deal with, not something you should control absolutly. Maybe if you really need a road, then you create a quest for your heroes, like in majesty 2. But roads could be decision made by your citizens. They will always try to connect cities. Maybe you could choose some behavior : a prudent faction will avoid roads through forest. Militaristic ones would create straight forward roads and try to expand them towards their enemie

287 Replies 654,657 Views

[quote quoting="post"] We really want to avoid having to build “workers” or some other construction unit to build out of city improvements. But at the same time, we’d like it to be more interesting than simply clicking “build road to city X”. What do you think? [/quote] Some ideas : If you want roads that are built automativally then you'll have to create a "road designer". A new UI, where you give a starting point, s

287 Replies 654,657 Views

[quote who="Tridus" reply="219" id="2548483"] Quoting Outlaw, reply 210Quoting vieuxchat, reply 201Food isn't global. It's a per/town basis. But ! Caravans add a percentage of every town connected. For instance you have two town A and B. Town A has 10 food, town B has 20 food. If a road exist between them, then town A get 10 food + 10% from food of town B (2) = 12 total food. Town B gets 20 + 10% from town 1 (1) = 21. So roads are really important, and caravans delivers

247 Replies 546,240 Views

[quote who="Tridus" reply="227" id="2548709"] Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it! That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything.[/quote] That would be a player choice : If you go deep in t

247 Replies 546,240 Views

[quote who="Outlaw" reply="230" id="2548948"] Quoting Tridus, reply 227 Quoting KellenDunk, reply 226attaching the number of settlements to the civilization tech tree in some way is a really good idea to whomever suggested it! That would have to only affect creating settlements yourself though, otherwise it'd totally cripple conquest style players because they'd have to keep up with the city count research in order to conquer anything. Vieuxchat suggested it, and I a

247 Replies 546,240 Views

Get Visual c# express (free!) A very well made tutorial for c# (for beginners) Now Elemental will use python .

43 Replies 98,359 Views

[quote who="Shurdus" reply="214" id="2548310"]"Oh wise men, please tell us where to live next!" 'Yes, we will tell you, come back in a little bit." "Wise men, have you found the answer yet?" "Not quite yet, in a bit." "Now?" "NOT YET!" *years later* "Come my friends. We can found a new city... Right over there, near the other end of the giant lake." "Oh wisest of men, you are indeed the grandest of all."[/

247 Replies 546,240 Views

Did you never programmed ? You need a strong, really strong , sense of logic. Conditionnal thinking is needed. Being good in math is a big plus. I now develop little programs for me and my kids with c#. I learned with pascal then C. And Visual c# express is just so easy to use (and free!). But i'm absolutely not a good programmer. Did you create some mods for neverwinter nights, for instance ?

43 Replies 98,359 Views

The problem with "essence-costing each time, even on revived land" is that it doesn't make sense at all. If you have revived the land, and have enough people to found a new city, why couldn't you do it ? Or another idea : why not an infinite tech "New city". You have a limited number of available cities. You want one more ? Research the tech. It would simulate the fact that new cities aren't built just because a leader want it, but beacause some people need to find new place to live.

247 Replies 546,240 Views

[quote who="Tasunke" reply="204" id="2548038"]I think that Food should be a global resource. All other resources are fine as currently implemented, but Food as a global resource could really accomplish something here. Food should be something worth fighting over, and although you can research farming techs to get more efficient farming, or can farm in more places, ALL levels of city should have access to these new types of farms, and There really should not be enough food to go around. <

247 Replies 546,240 Views

[quote who="Shurdus" reply="202" id="2548017"]That is actually lame... If B delivers 2 food to A and A 1 food to B, should it not be so that A ends up with 11 food and B with 19? As it is now there seems to be food created out of thin air because there is some trading network. Having food counted like I suggest - where food exported from a town is substracted from the food available in that town - does the job of drawing the food available in all towns more towards the average. The

247 Replies 546,240 Views

Prestige already do that. High prestige = more people to immigrate. And your max pop is limited by : houses and available food, whichever is lower.

16 Replies 16,132 Views

Food isn't global. It's a per/town basis. But ! Caravans add a percentage of every town connected. For instance you have two town A and B. Town A has 10 food, town B has 20 food. If a road exist between them, then town A get 10 food + 10% from food of town B (2) = 12 total food. Town B gets 20 + 10% from town 1 (1) = 21. So roads are really important, and caravans delivers gold each time they arrive in a town.

247 Replies 546,240 Views

Population, prestige and food : Currently, your population is limited by the houses you built AND the available food in the city. The game cap the population at the lesser number. Lot of houses but not enough food ? You'll be limited by food. Lots of food but not enough houses ? You'll be limited by food. The actual system works good BUT ... if you have already maxed your buildings in an outpost and didn't build any house, then you won't be able to level up your city .. and will never

28 Replies 16,237 Views

@outlaw: yes, both a food-limiting factor and more options for bigger cities are good things. But I don't like the food limiting factor because it just take away some options from the player. Instead of limiting the player, the game should let him with choices. Not "you can't go there. Not enough food" but somthing like "if you go there you'll have to take care of , but if you expand that already existi

247 Replies 546,240 Views

Hum ... your ideas about using prestige are interesting. And I hope you'll be playing Elemental soon enough :) You would see that your ideas are just too far away from what is already built in the engine.

28 Replies 16,237 Views

Tasunke I think one thing to be said here is that Only a Couple CITIES (with the really good buildings) plus a spamming of tiny settlements (outposts of 50-100 population or less) is kind of what we WANT. yes? No, I don't want that. I want some cities (like you describe them) and fortresses, magical relay, fertilizer and other land improvements that you can build but aren't cities. Outpost and the like are just future-cities. Real outpost (to contr

28 Replies 16,237 Views