Impulse sell King Arthur 1.04 for 21$ this week-end. Did the patch really improve the game? I just read the Gamespot review (7.0/10) http://www.gamespot.com/pc/rpg/kingarthur/review.html and it ends with: [quote]Even though King Arthur: The Role-playing Wargame can hook you for a great many hours in its present state, you can't escape the notion that the game could use a pretty comprehensive pa
Mandelik
And we know that Frogboy plays Dominions. So, like the guy behind the Roman Consul at the moment of Triumph, repeating "Don't forget that you're mortal!", I shall be telling Frogboy: "Don't forget you liked Dominions! Don't forget you liked Dominions!" [e digicons]:grin:[/e] (or I could just end all my posts with it, just like Cato with "Carthago must be destroyed!" I love those ancient references [e digicons]B)[/e] )
*looks at the list of Dominions creatures and summons* I want them all...and then some more too! [e digicons]:grin:[/e] That sure would already be something!!
Turn 28, no crash, first quest done... Seems to work fine. Thanks!
[quote who="Frogboy" reply="47" id="2588486"]You may want to delete your Elemental directory in my documents\my games\elemental[/quote] A little more precision for the computer-impaired people, please! [e digicons]:pout:[/e] What do I delete exactly?
[quote who="valhur" reply="42" id="2588399"]just downloaded beta 1z and it crashed to desktop in under 3 min of play. [/quote] Same for me. Ouch! But first things first: working my abs, eating, a shower, and then let's beta-test! [e digicons]B)[/e]
I vote for great monuments. Even if everything they do is just increase the faction prestige and influence (and bring some gold from tourism? Even ancient Romans went sightseeing in the ruins of Troy). Yeah, things like the Parthenon (and its Athena), the Colossus of Rhodes, Pyramides, Mount Rushmore (you cut the mountain besides your city to sculpt it into a godly statue![e digicons]:dur:[/e] ), the Argonath. Things BIG and EPIC! That way, not on
[quote who="Raven X" reply="3" id="2586779"]I honestly don't see why it couldn't make the cut into the final version. Don't dumb down your vision because some people might be too stupid to see the same thing you do. Complexity and Diversity are good things. Also you could just add that picture of the Racial Tree in the manual and everyone would understand [/quote] Yeah, what he said! [e digicons]:borg:[/e]
[quote quoting="post"]Salt Distillery: Through magic , separates salt from the oceans water (increases the time food lasts)[/quote] You do realize that people, even in Ancient Times, never needed magic to achieve salt production? [e digicons];)[/e] That said, I have a little problem with shores: my Sovereign can't access a shore tile, can't access a tile with even a small part of shoreline inside even when sea takes only, say, 5% of the tile
[quote who="Frogboy" reply="37" id="2585505"]In the typical TBS, EVERY game ends up a war of attrition. Not so in Elemental. With proper scouting, I can spot a kingdom's weak spots. If they have a key city producing most of their food, that is the city I lay siege to. If they have a key city for producing all of their metal, that's the city I'll focus on.[/quote] [e digicons]:thumbsup:[/e] I was thinking about it yesterday. Now if you can code part of this as AI behavior, that
[quote who="Tasunke" reply="34" id="2585441"]Food is Perishable so there IS no storage.(only a value for "unused" food) If a city is under seige it starts to starve immediately. IMMEDIATELY. Which means if it has 0 food creation within its walls then it has -100% production penalty and cannot build anything or train any units. If a city is some-what self-sustaining then it can produce at (say) 50% capacity (speed). If a city is completely self sustaining food-wise then it can just laugh at th
[quote who="Lost_WLd" reply="18" id="2585535"]Thanks for the walkthru. It's clearing up a lot of the game concepts for me.[/quote] Yes. Thanks A LOT for this, Frogboy! This summary helps understanding many features. If you could keep it on a little more to show domains like recruiting, spells and diplomacy, that would make an excellent tutorial for Beta 1Z. (How do you know that your channeler can't recruit XYZ the Trader in exemple?[e digicons]:S[/e]
[quote]Having shamans and paladins available to both sides is in the better interest of game balance. It also allows them to be distinct classes with their own flavor since they no longer need to completely counter each other. [/quote] I never played MMORPGs so I don't directly reply but since we're on Elemental Forum and Kryo is in the team: Game balance may be paramount in MP but it's much less obvious in SP. Having all factions with the same kind of units turns boring,
[quote who="XeronX" reply="12" id="2580167"]Ok the previous post was kinda corny, but I was having fun with it. And you have to admit it would throw one hell of a loop into intergrating the newly captured territories.[/quote] I like your previous post, it makes me think of my favorite Lovecraft short story: "The Doom that came to Sarnath" [e digicons]:thumbsup:[/e] As usual, you don't really 'see' the megabeast or what it is but it's a must read, and it's not long, won't
[quote who="kryo" reply="3" id="2581507"]If you've played 4X games before, you should be able to find your way around. [/quote] For the big picture, yes, but when you go into details, it's hard to say whether you missed something to make it work or it's a plain bug. Also, some mechanisms aren't described or aren't obvious. I see heroes wandering on the map, what should I do to recruit them? - research some adventure tech, it seems (Recruiting). Ok! - perha
[quote who="JonSarik" reply="7" id="2580319"]Farms are built on fertile land tiles. You need to build your towns very close to such tiles to build a farm. Same goes for apiaries and orchards (when researched).[/quote] I just played 2 games and researching Farming and having the nearby tiles built (with huts i.e.) doesn't seem enough. Sometimes I can build orchards but not farms, otherwise neither...for a long time. When I pass my cursor on the fertile land tile, it still s
[quote who="lambdaman" reply="30" id="2577924"]Does this mean that we won't be able to starve a city out any more by laying siege to it, since the magic food faries will teleport shipments past our lines? [/quote]That was the first question that went to my mind too.
[quote who="MichaelCook" reply="15" id="2547934"]What would you say is a noteworthy PD nation?[/quote] Ulm, midddle age. Crossbowmen and armored infantry. If you optimize your kingdom to get much money, spend it on a few tens of PD (with a good priest and a mage) and it can defeat even some impressive enemy armies.
[quote who="Wintersong"]Oh, Burger Wars mod on the horizon, I see. [/quote] I had the link to the infamous speech of Ronald McDonald after he won the Burger War in an old issue of "Judge Dredd". Alas, the link is broken it seems. Too bad, cause the issue is banned from reprinting. [e digicons]}:)[/e] Imagine Ronald with mad eyes and an assault rifle beginning with "I have a dream, my friends..." and telling you about burgers and milk-shakes! [e digicon
[quote who="Campaigner" reply="3" id="2493191"]Backwards civs are inferior and will therefore be purged. Simple as that. [/quote] Perhaps there could be some random ability for civs (say one in 5 or 10) that you know only after having established relations with it and that would make that civ "fast tech learning". To make a historical parallel, while you are ahead in tech, you could keep your advance of those 'backwards' (like during colonization of America and Africa) bu
[quote who="Rishkith" reply="5" id="2492891"]Glad to see you spent more time with your kids than working on Elemental. Got your priorities in the right place [/quote] That's it! [e digicons]:thumbsup:[/e] Stay cool and relax [e digicons]:beer:[/e] , Boogie, the game can wait a few days.
[quote who="red1939" reply="9" id="2486663"] I would like Elemental to be more 'magical' and less real-life than it is now. Basing on the current beta and the developer plans, this game is becoming more and more like a Civilizations clone with a few spells and dragons thrown in. ... THIS is epic fantasy. Feel free to disagree . [/quote] I feel free to AGREE! [e digicons]:yes:[/e]
[quote who="psychoak" reply="16" id="2484906"]Fifty thousand men can't attack five hundred, depending on the terrain, formation, and leadership, the number engaged are closer to equal than an extreme match similar to the deployment ratio. If you can put that physical reality into a game, the problem is solved.[/quote] And what about 300 then? You're right
[quote who="Grimgravy" reply="17" id="2483734"]I have some problems with the "Rat" quest. It's cliche and more than a little silly. Large numbers of rats don't just appear (without magical help maybe). A major rat infestation in one of your city's buildings should indicate a significant problem not a chance for quick cash. Furthermore the idiot who let it happen should be replaced not helped. Now if one solution is to buy 10 coppers worth of cats and let them cle
[quote who="GW Swicord"] I hope to see at least the elder dragons have some similarities to the dragons of Chinese folklore; not necessarily the quasi-deity thing, but named entities capable of understanding and meddling in human (and Fallen) affairs. [/quote] Yeah, we want to see Fin Fang Foom! [e digicons]:grin:[/e] http://goodcomics.comicbookresources.com/2007/08/09/365-r