[quote who="psychoak" reply="157" id="2815183"] Nothing to raid, nothing to plunder, nothing even resembling supply lines. You can't plan ahead because there's fuck all for infrastructure and massive time requirements for pumping them out.[/quote] And here is the problem with streamlining resources, what difference does destroying an iron mine make when there are plenty of other different metal ore mines out there. They are all tagged as the same resource so your atte
RogueCaptain
The system is a little bit clunky right now. To help streamline the process, an all accessible notification icon/button (no not the red exclamation mark) and a new hotkey to cycle to the next available ready to be improved resource would help improve the process a bit faster and easier, especially for the new players. After reading through pages of ideas, most of those posted are adding to the resource system
I like that Kael is now on team Elemental's roster! [e digicons]:thumbsup:[/e] Also, the 1.1 human resource economy sounds exactly what will set this game apart from most others. Can't wait to start some serious modding with the new system.
Yes I did completely read through your ridiculous great wall of RikazeMa and felt only one area was worth commenting on. I pointed out the long length to benefit you for future reference so more forumites will read your posts, I was trying to help you because not everyone has my patience. No good deed must go unpunished. Since you choose to judge my work without inquiry then I'll repay in kind. It's disappointing that someone who emphasizes constructive criticism is so
RikazeMA, your wall of text could have been summed up in a few paragraphs. Frogboy has mentioned that intel is a major AI problem (non cheating) so rejoice, this might get some developer attention.
It will be interesting when the big *cough* professional reviewers check out Elemental's expansion (the sold separately one) because by that time the game will be so changed they won't know most of it was patched in over time. Who knows? Maybe we'll see an expansion of the year award like GC2 TotA.
Is it possible to tweak the numbers to specific buildings? For example, having the barracks reduce upkeep costs in addition to faster training.
[quote who="WhiteElk" reply="30" id="2801837"] Not quite happy with that explaination. People want different things out of their emprie building games. For the most part I prefer long games having multiple big empires. Some people prefer shorter games with smaller nations. There are settings for that (or there where in previous Civ games). Late game tedium was always a factor in Civ games for me. When I reached the point where 
If more feed back is needed then perhaps an official review thread sticky might be a good idea. Of course, there would have to be some clear rules on constructive criticism. Keep in mind it's still way too early to be expecting the progress in our mod community to have a major impact, especially before 1.1 patch expansion is out.
[quote who="WhiteElk" reply="16" id="2801544"] I've yet to read anything of substance explaining why city spamming (building lots of cities) is a bad thing for empire building games.[/quote] There are numerous threads on late game tedium that discuss city spam and how it can ruin the fun of finishing the competition off. Basically, victory has already been decided and all that remains is a long boring grind that only ends up grinding the players patience. Unfortunately
Microsoft is already getting ballzy with its new product. http://www.wired.com/gadgetlab/2010/10/microsoft-windows-phone7/ http://www.wired.com/gadgetlab/2010/10/windows-phone-7-3/
The Onion recently *reported* on the subject. http://www.theonion.com/video/time-announces-new-version-of-magazine-aimed-at-ad,17950/ At the risk of sounding like an elitist jerk, entertainment news sells better than informative news. Big minds talk about ideas. Average minds talk about events. Small minds talk about people.
IIRC the cut off was Sept 30th.
Biggest problem with modding for SC2 is distribution over Bnet 2.0 because of the popularity system. Why go to all the trouble of creating a wonderful piece of work if almost no one will download or play it?
[quote who="4Nana" reply="45" id="2797102"]Funny how you say that zerg are broken, yet a zerg just won the huge GSL tournament in South Korea (winning $87,000), not to mention he had solid late game strategy against terran, who was his opponent for the finals. [/quote] Reread my post. The complaints listed go way beyond balance. I capitalized the word unfun for emphasis as fun trumps all in a game.
Well I'm disappointed. [e digicons]XO[/e] Not one professional review mentioned the broken state of zerg for MP. After all that beta there should be no excuse. Ticks me off to see them be so critical with some games and then completely overlook something as terrible as this. The tedious macro mechanics (spawn tumor every 15 secs, never mind the larva), almost no unit synergy, lack of clear late game strategy against terran, high apm r
I've never heard of a concept like this in a TBS 4x game before. The more area of control, creates an equally proportional AOE penalty. Definitely an original idea worth exploring.
More improved tutorials always help.
Kael attempted to fix the stack of doom problem to the best of his ability. Horse mounts moved 3 squares, defensive fire was implemented for weaker archers, magic was most effective against stacks, and units are less hard counter oriented but require specific buildings. As for Kael working on the story, EWoM and FFH are two very different games because one lego designs units and the other has only presets to choose from. There are complications between the t
Shouldn't cavalry require almost double the metal because the horse will get it's share of armor too? Definitely a thought provoker when making those evil munchkin army units. Here's my shameless link for a gameplay change to improve the combat AI without actually altering the AI or cheating. Hopefully will help the comp retake those cities. https://forums.elementalgame.com/397290/page/1/
Maybe it would be better off not as a selectable trait but automatically available to every sovereign. Could really help the combat AI.
There are plenty of Espionage/spy/intel threads in the Elemental IDEA section already, hell, I've started some myself. Civ 4's combat didn't need Espionage until the final expansion (BTS) came out and that was geared toward providing the player with more *stuff* to do late mid through late game. Our goal should be to design the game so an espionage crutch isn't absolutely necessary.
[quote who="Frogboy" reply="41" id="2782949"] For 1.09, I am lobbying to have something put in that goes way back to an original concept that got lost and that is, using your citizens as a resource (population is still a resource, it's just not used for anything). This way, we could begin migrating back to the original concept tha tyou can build multiple buildings in a given city as long as you have the resource (available citizens) to make use of it. This encourages fewer ci
I'm just speechless. I mean, who could have seen that coming?
Merchants increase the food supply through improved distribution. The same would apply for any other physical resource. At one time humanity was a species of hunter gatherers then became producers and now we are consumers. He turns producers into big fat lazy modern consumers. Oh the humanity.