Zamul

Zamul

Joined Member # 2853314
10 Posts 53 Replies 10,460 Reputation

[quote who="seanw3" reply="9" id="3061464"]Zamul, what about this? https://forums.elementalgame.com/415634 [/quote] It's a similar idea, but in my opinion it has some problems. Like a granary upgrading to a "bread district"? A granary is one quarter-tile, so how would it expand into something worthy of being called a "bread district" if there happens to be buildings around it, for example? But it has many goo

11 Replies 9,384 Views

[quote who="Heavenfall" reply="7" id="3061455"]If I'm not going to be doing it, and still get the rewards, what's the difference? Add a whole new set of parameters that have no impact on the game? Talk about useless gameplay feature. It's a hammer where we need a chisel. I agree that cities sprawl terribly, but this is not a fix.[/quote] How is it not a fix? It reduces the number of active buildings in a city, it encourages building in whole tiles instead of building one q

11 Replies 9,384 Views

[quote who="Heavenfall" reply="4" id="3061438"]I really do not like this idea at all. It sounds absolutely awful in terms of "fun". I might enjoy this once or twice, but is it something I'm going to enjoy doing 100 times? Absolutely not.[/quote] If you read my previous post you'd see that my idea doesn't entail doing anything if you don't want to. It's not like you'll have to bring out a ruler and measure the screen every time you're going to build somethin

11 Replies 9,384 Views

How would it be "playing Sim City"? The game already draws a grid for you to place buildings on, and when implementing this it'd be enough to highlight the tiles that would build towards a bonus; and not bothering to place a building (just clicking build), the game could automatically place the building in the best slot. If anything, it's less "Sim City" than it is now.

11 Replies 9,384 Views

I had an idea during the original Elemental beta regarding city building, which I still think is really cool because it discourages snaking and makes the city building much deeper: Imagine if instead of having certain higher-level buildings come through research, they'd be created through good building placement! Let's say we have four war-related quarter-tile buildings (let's just call them barracks, stable, training grounds and war council). On their own, they gi

11 Replies 9,384 Views

[quote who="cwg009" reply="19" id="2737902"] I keep upping the difficulty level hoping for a bit of a challenge (currently I'm at hard) but it hasn't happened yet. And I'm not using any of the "exploits" you mention (well, except for the teleport spell), I'm not going for conquest victories. My favourite playstyle is as more of builder/researcher/turtler. And so far the AI in every game has basically ignored me while I tech and build my way up to victory unopposed.[/quote] I thin

28 Replies 12,214 Views

It seems on a whole like the A.I. doesn't care about exessive military spending. Every time I play versus a normal A.I., it immediatly puts all its efforts into pumping out a crapload of soldiers, regardless of the cost. It basically impossible to take the diplomatic route, because after 100 turns, the enemy has humongous armies which lead to a -8 in diplomatic relations, so therefore they attack and you die. Even if you've put all your research into diplomacy, you can't negotiate a treaty fo

8 Replies 7,632 Views

I have an A4 Tech mouse and I'm getting this. About 50% of the times I try placing an improvement in a city, the cursor jumps at the last second, making the improvement end up in some other place than I intended.

11 Replies 14,581 Views

[quote]Elementium? Is that like Unobtainum? How about just calling it mithril? Unless, of course, mithril is already in. Perhaps adamantium then?[/quote] Wow, you sure sound like you care a lot about this... Elementium is fine, it's always nice when name aren't copy-pasted from every other fantasy game out there.

134 Replies 481,287 Views

[quote who="Tasunke" reply="10" id="2652852"]Certainly something that is expensive/ special ... and reserved for Royal Guards and Champions ... however at having 5 (4) rings per champion allowed, you will get a more concentrated power (super unit) for those rich or magical enough to buy a large (5-10) number of rings.[/quote] In my opinion, someone who has the ability to create 5-10 rings should be so mega-powerful that he deserves 3-5 super-units because of those rings. In my book, 5

15 Replies 15,293 Views

I was thinking a bit about Elemental yesterday, and suddenly I came up with a research idea (might have been suggested before, though) that I think would be really cool and realistic, but maybe too time-demanding to implement: First off, each major category would have to be split in four, maybe with the exception of adventuring which could be sort of a side thing. For example (example is an important word here): Civilization: Ag

4 Replies 6,278 Views

@kryo: I just tried reproducing it, but it seems to be working just fine now, didn't manage to crash it even though I followed the same procedure as before. Good news I guess? I suspect that the crash may have had something to do with memory, either video memory or regular RAM, because when the crash occured, I ran the game at 2560x1600 and had advanced lighting on, but after I turned it down to 1920x1200 and AL off, it stopped happening, and now it's not happening even if i turn the

8 Replies 4,411 Views

About the rings (and other enchanted things); It's pretty standard fantasy lore that magic items can't be kept too close to each other, which would limit the amount of rings to 2, one for each hand (as in Morrowind and WoW for example). This would be a good limit I think, since it would allow for a few powerful and expensive rings instead of a myriad of insignificant ones. It would also mean that the distribution of magic items would become more of a strategic thing; having to

15 Replies 15,293 Views

https://forums.elementalgame.com/384309 There's my story :D I've played quite alot, but since barely any content is implemented yet, it gets a bit repetitive. Finding the same swords and potions and books everywhere. It's a good framework to add stuff to, though, it's going to be a great game!

31 Replies 61,852 Views

I just thought some more about this so I thought I'd post it here: The worst thing that could happen to city building in my book is that it would become too simple and have too generic buildings available to build. It would mean you plopped down the same improvements in every city (an economy building, a research building and a warfare building) and then just researched to improve them. Every city would be the same and you wouldn't have to care about it any more after you've built tho

85 Replies 294,231 Views

About Lord Kona; I don't suppose you've read anything in the Lore section of this site? Excerpt: "Kona the Dread Lord had fashioned his empire on the premise that he was the supreme power of the world. Central to his power was the orb of dominion, a tool that he had conceived and helped wrought with the aid of his brothers." ...and so on. Kona, Dread Lords and Arnor are as much a part of the Elemental lore as the GalCiv lore :)

15 Replies 23,637 Views

[quote who="SpartanFry" reply="4" id="2651286"]I never came close to this. [/quote] I played for quite a while :) I checked my savegame right now, and he goes 34,5 tiles/turn and has a 445 combat rating. 134 attack and 48 defense. It should also be noted that this was on turn nr. 3331 :P

8 Replies 890 Views

Haven't read all posts here, but I don't see the issue, really. There has been a lot of talk regarding the "standard start" thing (you know, starting the game in the same way every time, like researching the same stuff in the same order because of some ultimate progression). The "complicate it still further" thing really reduces the risk of these "standard starts", because if there are only a few special food tiles in the world, then you'll have to consider whether you want to

85 Replies 294,231 Views

You send them to another city, and when they arrive they will start going back and forth, trading. They're like the freighters in GalCiv2. When they've traded back and forth a couple of times a path is formed, and a little after that a road is formed.

16 Replies 10,206 Views

I was thinking that with all the bug reports and this and that, why don't we all share some interesting times we've had with the game instead of just complaining? Not neccessarily with beta 2, but the older ones too. I'll start with a really epic one: Today I played a game that lasted ~3500 turns. I had a single city on the westernmost part of the continent and was researching civilization techs, not building any soldiers or anything. All of a sudden, Lord Relia

15 Replies 15,293 Views

I had a champion who could move ~30 tiles per turn and had a combat rating of ~450 thanks to always getting those books as rewards for quests. Pretty much killed everything on his own, even the bone ogres and whatnot. He also had that awsome sword (+10 attack), 'Lifesap' I believe it's called. It's really easy to become too über. I basically only had this one champion and one city, while the AI had about 10 cities, and I simply did some quests and went on to win the game in a couple of t

8 Replies 890 Views

@Frogboy: I think this might be related to the bug I posted here: https://forums.elementalgame.com/383824 It seems like a crashdump is usually not created after this crash (research or kingdom button-crash), but in that topic i have uploaded a crashdump that I think was the result of clicking the research tab.

8 Replies 3,153 Views