vieuxchat

vieuxchat

Joined Member # 2542912
66 Posts 1,186 Replies 853 Reputation

Morale should let our units do the following : - going berserk - fleeing - being shaken but still fighting - acts of valor - flee in good order - try heroic actions the most important thing about morale is that is contagious. When you're fighting with comrades whose faith in their sword is high, you won't be easily afraid. Anyway, I hope we'll be able to mod combat rules. But I'm afraid that if modde

42 Replies 84,165 Views

[quote who="Frogboy" reply="72" id="2410627"]I still think I'm failing to communicate. The problem with the internal beta is that you don't know what the economic system is. It simply says "takes 8 turns to build". That's it. Players need to know how the economy works in order to effectively debate changes to it. [/quote] So, let's get back on the debate you asked for : what should we see about the underlying system. I think that too much

105 Replies 291,325 Views

I like the latin touch of Lexicum Elementum or Elemental compendium. Tome of knowledge is too general. Elementapedia or Elementalpedia is just too civ4-ish. It should have a name that would create an "Elemental-touch".

14 Replies 6,766 Views

[quote who="Frogboy" reply="53" id="2409788"]The entire point for delaying the economy beta was so that the user interface of the game could be updated so that people could see how the economy works and debate THAT. [/quote] What kind of debate ? Who could argue that economical info shouldn't be on the info card O_o ? Or did I misread something ? Anyway, streamlining economic info is just vital in a game with such a vast scale.

105 Replies 291,325 Views

The extra turns are just here to say your labor needs to get the needed resources. But ... some resources should be on the can/cannot side. Like extremely rare materials (think mithirl). Anyway, I've always thought that gameplay should be winning over enforced reality. The micro to do trade would be a nightmare in the end turns. A simple solution is usually a good one.

105 Replies 291,325 Views

Done. And I'd like to say that there is toooooooooo few stats for units. Just puny HP, attack, defense, speed ?

14 Replies 16,096 Views

[quote who="Scoutdog" reply="23" id="2405062"] But when you have researched the mithirl ? When you have reach the "end" of the tech, you can still continue to research.The problem with this system is this: You would need an infinite amount of "new stuff". Fine. But all of that new stuff needs to be created before hand (i.e. you can't auto-generate more whenever you run out). Since the stuff requirement is infinite, that also means creation time is infinite. Since players and

30 Replies 65,410 Views

[quote who="brjoha" reply="24" id="2405101"] new to the whole modding scene The technology example given at the start of the thread appears to just be a simple migration of the technology configuration from compile-time (hard-coded data structures) to run-time (config read into data structures). Is this considered modding because one can edit the technology parameters/attributes at any time? I had been under the impression that modding

30 Replies 65,410 Views
Reply to No ICS please in WOM Ideas

[quote who="Tasunke" reply="3" id="2398992"]To be clear, is essense like mana? so to build a new city is almost the equivalent of casting a major spell? Might it be a good strategy to attack some-one's caster right after they build a new city?[/quote] It's more than that : the max mana you can have in each mana type is capped by the essence value. If you have 5 essence points remaining, then you have only 5 mana max in earth, water, wind and fire.

21 Replies 11,794 Views

[quote who="Tormy-" reply="13" id="2404727"] Quoting onomastikon, reply 12Oh no. Ideally, which sadly will not happen in Elemental, additional research should unlock new "cool things", as Brad said. Too bad! I agree....but wait, it should be possible to mod that in, correct? Example: Mining = Unlocks stone deposits on the map Advanced Mining = Unlocks iron deposits on the map & +10% mining efficiency Adv. Mining II. = Unlocks mith

30 Replies 65,410 Views

Well, I should just verify it .. because I never saw something doesn't mean it doesn't exist [e digicons]:blush:[/e]

21 Replies 10,323 Views

[quote who="austinvn" reply="14" id="2403896"] quoting post Now, the question rises, what should be in the game by default in terms of “stuff”? It’s always a challenging question to answer. For instance, having spent years playing games from Dominions to MOM to Civilization and HOMM and so on, each game has its own take on how much “stuff” the user needs to deal with. I’m of the opinion that I’d like to see quite a bit of

42 Replies 84,165 Views

No, that is essence (maybe life magic will be tied to your remaining essence ?). But you're right when you say there's no life shard : only water, fire, wind and earth.

21 Replies 10,323 Views

Elemental>Data>English No need to thank me [e digicons]B)[/e] Is there a way I could mod the english.str, without editing it ? I'd like to start a french translation and I don't know where I should put the file and what I've to do to make it recognized by the game.

42 Replies 84,165 Views

Now, the question rises, what should be in the game by default in terms of “stuff”? Stuff about economics: Places that would change the way economic works : artifacts that you need to put in a city, then economic change, like you can transform food in gold, or mana in gold etc. Stuff about war Places that result from ancient battles or big battles. Consecrated terrain that would impa

42 Replies 84,165 Views

For now (beta 0.24) they work like that : each time a caravan reach its destination it "gives" 10% of th eresources of the starting location. It costs 10 gold/turn (and I really hope this will change O_o) They can be attacked (usually by spiders :P)

1 Replies 8,100 Views

And why not making it a choice while in combat ? Each turn you have the choice to let your sovereign escape thanks to a spell of recall, or an item or whatever you want. So you can gamble it, or play safe and evade if things are getting bad. But if you get caught by a dragon and you aren't prepared ... you should lose.

119 Replies 284,442 Views

[quote who="kryo" reply="9" id="2399495"]What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.[/quote] Move straight : simple thing, straightest path WayPoint : you place a waypoint then say how you should go to it. Move to + avoid (each turn you calculate a new path if an enemy has appeared in range of the path

15 Replies 17,120 Views

And why not adding some "tags" to each tech : those tags would be the name of terrain elements (hills, mountains, dungeons - you research faster quest tech ;), water, etc.) or the name of resources (like elemental shards, mines and so forth) For instance you would have "mining tech" with the tags (mountains X 2, hills, dungeons). For every mountains you have in your borders you get 2 free research points, for every hills 1 RP and for every dungeons 1 RP.

17 Replies 66,017 Views