I did unjustifiably and rudely "go after" you. for that I apologize.
Denryu
Yeah, I can see that you aren't taking the position because it is how you feel, so you are making the case just for the sake of argument I guess? Playing devil's advocate? Thanks, you did give me a new experience today, and that is being called a cunt on the interwebs. Really, that was a first, and I have hung out for years on libertarian political forums. I mean I have been called a douche, asshat, a bunch of stuff that can't even be posted here, but you went out on a limb, a
[quote who="Luckmann" reply="12" id="2220508"] Quoting Sekerah, reply 25 As someone who has spent hundreds (if not thousands) of hours playing the Civilization and Galactic Civilization games I can say that Camp 1: "Sophisticated" sounds far more enjoyable. For people who don't want that level of micro-management you can always put in an option to let the AI handle it (much like how you can have the AI handle virtually everything in the game for you in Civilization
[quote who="Wintersong" reply="3" id="2219624"]I agree with the original post but disagree with the title of the thread. I'd say that both as equally important in their own way. But that's just me. [/quote] OK guys, I am not downplaying my desire for beta AT ALL. I have just done beta before and the level of interaction that we had with the devs in the dev journal yesterday was simply outstanding. That's all I'm saying. I sure as HECK am not trying to encourage them to de
'...being involved at that level was at least as good or better than playing the beta imho . [e digicons]:-"[/e]
I just have to take my hat off to SD. The internal debates made external thread in the Dev journals was both pure genius and a nice treat for the fanbase. In case you missed it - https://forums.elementalgame.com/352821 I have been involved in a few betas and a ton of pre-release forums. This is a first, where they threw some ideas out to the community and asked for feedback. Just a day or so later, and it is the most posted thread by far. Giving some initial idea
[quote who="Tiefling" reply="3" id="2218890"] Quoting DrGuppie, reply 25 Resources should be flowing to where they're being used, not to where they aren't, in option 3. I would consider it a bug or a flaw in empire management if resources are somehow going someplace that you didn't want them. OK, maybe I should have expanded a little... How does the game know what I want? Just as an example, I may want
Yet another thought. [e digicons](\B):vulcan:(\B)[/e] A bit has been hinted at about warehousing. I think each "construction facility" (i.e. a forge, an alchemist) should come with a small amount of warehousing - say room for 10 units of each resource that they can use. This makes sense on a lot of levels. A forge should have the ability to store a bit of iron, some wood (or coal) for the fire, etc. Possibly they should have the ability to store a bit of each of their finished product
[quote who="Spartan" reply="20" id="2218035"]It seems like a monumental landslide from the prior posts for the first [complex] camp. There are also some seriously well developed posts and outstanding ideas offered up along the way. I look forward to seeing some qualitative feedback from SD on the thread soon enough. [/quote] Realize that option 3 was not initially available as a choice, and was added after the post above regarding having a meeting. After that post, th
[quote who="Lord Reliant" reply="9" id="2217881"]I'm happy with Option #3, with a few caveats: 1. Not requiring units to upgrade to take advantage of new research has some pretty serious strategic impacts. If I have a unit across the world, why should my research into Short Sword +1 automatically upgrade them? You may be able to "rush" research right before a major battle to gain the bonus benefits. I'd suggest looking at only auto upgrading units as they ar
So now I see camp 3 working like..... I just produced a resource... Is anyone requesting this as a priority item (set by the player?) - if yes send it there Is anyone's production being held up by lack of this resource? - if yes send it there, prioritized by distance Does anyone have production facilities that will require this resource AND has storage capacity? - if yes send it there, prioritized by distance Are there other stockpiling locations (wareh
Under camp 3 would caravans still be attackable? I think that would be awesome, because then a diplomatic option would be to agree to not attack caravans (other combat units still fair game though) It could be a given that any tribe you were actively trading with (say sending them 5 horses/turn) that you would not attack their caravans. Or if you did, that it would automatically kill any trade agreements you had.... Wow, we aren't even getting to the magic and this is just sou
I am guessing improved weapons types need to be researched?
Yet ANOTHER twist. Your army of standard soldiers arrives in town Beta. Your army has 40 soldiers in it. The difference between your standard soldeirs and elite soldier is replacing their regular swords with +2 swords. Town Beta has 20 +2 swords in storage! It should prompt you (Do you want to upgrade 20 of your standard soldiers to elite soldiers by equipping them with +2 swords? or How many do you want to upgrade?) You could either determine that their standard sword
[quote who="wzrd" reply="14" id="2217538"]I'm for Camp #3. Camp #3: “KIMSS” (Keep It Mostly Simple Stupid) 1. Everything in Elemental is a resource. Food, metal, swords, armor, horses, you name it. 2. Resources can be processed into other resources. Iron Ore into a Sword. 3. Part of the fun of the game would be to be able to have a ‘direct hand’ in creating the items whilst not having to microman
[quote who="Zoomba" reply="20" id="2217598"]Just got out of a meeting talking this over. I think we're getting closer to a really fun, yet still involved economic system. [/quote] Too bad you did not have my PERFECT system available to discuss in your meeting. [e digicons]:D[/e]
I have spent some time thinking about it, here is the system I would like to see. I like from camp 1 everything is a resource. I do not want everything simplified down to if you have a source of iron, then you can create anything that needs iron (i.e. Civilization) I would like to see amounts of each resource tracked. I would like to see natural resources initially stored at the location where they are harvested, with no limit. i.e. iron ore created at mine at 10 units
[quote who="BoogieBac" reply="12" id="2217206"]For those wondering about resources, here's what were shooting for.... NATURAL Early Game: 3-7 Mid Game: 8-12 Late Game: 13-20 MANUFACTURED Early Game: 6-12 (2 Levels of Basic Helmet, Armor, Weapon, Shield, Greives, and Boots to equip on your units) Mid Game: 12-30 (4 level of above + some Accessories) Late Game: 31-50 (6 levels of above + more Accessories) AND these manufactuing
[quote who="Ashain" reply="2" id="2217453"] Quoting Solam, reply 1 Boobie said that in late game you can have tons of ressources to manage. Heh, he said Boobie [/quote] That made me think of WinterSong's avatar(s) [e digicons]:drool:[/e]
As to the importance of story (since that is what this thread has evolved/devolved to); When I first heard about the Fallen, the first thing I thought of was an old single player campaing game called Myth: The Fallen Lords. What a great game! Not only was it fun, but without having a TON of backstory in the manual, things unfolded thru the game to really make you feel the epic scope of the game. Seeing as how there are only Men and the Fallen, I think a good amount of backstor
Maxpower has a point. Althought I am for camp 1, it really depends on the number of individual resources - and many of the items that are created also are a type of resource - it bears osme consideration. One of the big things I like about camp 1 is when you mine some iron, do you take the risk of sending it near the border (more dangerous for the caravan, but then the finished swords can be given to troops who are now on your front lines with almost no travel) or do you play it
Sophisticated. It seems like camp2, when you gain a resource it essentially flips a toggle for the city you assign the resource to that you can make things that require that resource. I much prefer that each chunk of iron ore, each horse, each crystal has a history from when it was taken out of the ground/domesticated to being implemented and ultimately killed/destroyed. I like that a caravan being attacked would result in loss of the resource - maybe some of the resource can
I am very happy to hear that the solo player game is the focus. I am not against MP at all, but a lengthy, turn based game (at least any that I would want to play would be lengthy) It is too hard to keep all of the people able to devote large chunks of time, and as you say, people do not play multi-player to play against bots (except to do some co-op bot stomping). I am not even all that interested in having a campaign. For this game I am all about the sandbox. Give me a randomly gene
Well for the alpha, I hope that having all three of those games is not a prerequisite to being in "the pool". I have both Sins plus GC2 with all expansions. Demigod was not my cup of tea and I won't buy it just to be eligible for a possible alpha seat. I would hope some weight would be given to people who have been long time posters and active on these boards (maybe with some weight thrown to those who have posted some great ideas as opposed to people that post not so great idea
Awesome update! If those tools are not too hard to use I think the sooner you get them into fans hands the better! I mean Spore had what? 5 million creatures created by fans before release? Or maybe that is what you are trying to avoid? [e digicons]^_^[/e] It seems like creating a spell effect is going to be a lot more involved than making a creature in Spore, though. Maybe when you are ready you could have a fan contest and include the top x# in the released game - that would