See here [IMG]http://i493.photobucket.com/albums/rr300/TheSallust/Out_to_Sea.png[/IMG]
Rishkith
I've been unable to place docks so far anyways. There are no valid locations to build them on.
I was able to load an early game save from the same game as the one that crashed. So it apparently works [b]sometimes[/b].
I keep getting the same crash in .264 with a recent save. debug.err
debug.err
Final Fantasy 7 had the only city I can really remember the name of, Midgar. They portrayed a sense of scale you never really got to see in the game. The city with the amusement park also stands out in my mind for all the mini-games it had. The cities I remember most fondly though come from the first two Quest for Glory (originally Hero's Quest) games. They were dripping with character from the Sheriff's "Goons" to the street merchants in the Arabian town.
Note that I "Pirate" stuff internationally all the time without breaking the law. With digital media if you don't have a U.S. copyright it won't be enforced. So yeah, availability has a lot to do with it. While I don't download domestically copyrighted stuff I have played stuff others have for the same reason. A fair number of pirates aren't "pirates" such much as demo-ers. Most adults who pirate will gladly put the money down if the game warrants more than a half a dozen hours of gam
It doesn't matter. Piracy is just a scape goat. It is the one excuse the lazy exec can use to say "I can't be responsible for this". Bad design? Bad market plan? buggy code? No target audience? Lack of innovation? Anything else then the exec has to answer for. How many privately held companies are giving the piracy excuse?
[quote who="SolarBall" reply="150" id="2475120"] I'd say your overreacting as well. Elemental has a combination of gamplay elements (A complex economy, family trees, quests, etc.), moreso than most of the games you've mentioned, plus it's attempting (hopefully successfully) to provide a good range of balanced strategies.[/quote] That is all nice and good. But "complex economy, family trees, quests" without good combat just sounds like 4x Sims game. Even in MoM the
He isn't the only one who would like it to work like that. If Elemental is as simple as a board game, I'd just assume play a board game with my friends. I love Arkham Horror, Runebound, look forward to Runewars, etc (and some of those aren't super simple like Arkham). I want the computer to make playing a complex game fun!
COULD does not mean WILL, that is exactly what Raven is getting at. With the removal of different damage types, what will the meaningful differences be between damage spells of different "schools"?
I would bug this in the Elemental Beta section actually.
The game could also use some good old Final Fantasy style "Save the World" mega quests. Not a lot, but a few would be nice in the "end game" when empires are really powerful. Quest: "Save the World" Triggering event: A civilizations crosses the threshold of magical and military power required for this random event. Effect: Your Astrologers and Wisest Learned Men have come to agree... The Ancient Titans could actually move great rocks bey
I agree with earlier posters that there should be quests tied to the magic system or dynasty system. Quest: "The Ugly Child" Triggering Event: Random event when a child becomes eligible for Marriage. Effect: The child is so ugly that nobody wants to marry them. Really, they're a hideous monster and you've just got to do something about it or you'll be stuck dealing with the whiny child for the rest of their life. Luckily a local
I'd also like some quests to recruit Adventurers: Quest: "The Necromancer of Aberdeen" Triggering Event: Random event at appropriate levels for a sovereign with few Heros. Effect: Local Tower becomes a quest dungeon Life Magic users: The Necromancer of Aberdeen has imprisoned a Hero who almost managed to defeat him and his army. Someone who was able to almost defeat the Necromancer and his army would certainly be of great
I'd love to see a bunch of quests to "Find the right group of Adventurers". Quest: A Plague of Spiders Triggering Event: Spiders entered the town's borders and were not defeated. Quest is automatically accepted. Effect: Spiders are spreading throughout the city and multiplying by feeding off pets and anyone they can find alone at night. -Prestige and -Gold until the Plague is ended. Hunting down spiders isn't worth a sovereign's
[quote who="Frogboy" reply="78" id="2473173"]What would not be fun is if you had to design units with "acid resistant armor" only to realize the other guy has units with maces with frost damage. "Oh great, now I need to send my army back across the world and re-equip them or re-design that particular army to have frost resistant helms or maybe I should create armies with an acid protected shield, a frost protected boot, a lightning resistant helm, etc." Sorry but that sort of gameplay w
So researching the Marketplace tech in the civilization tree says in the lower right box that it gives you the ability to build Inns. However, it doesn't. It gives you nothing. What it does do is unlock the Inn technology so that in further research you can learn to build Inns. Which will then not say that it allows you to build anything in its box. This bug occurs every time as part of the civilization research path.
[quote who="Frogboy" reply="45" id="2471885"]You'll still have fireballs and frost spells and such but they'll do normal types of damage. When we were gameplaying it, it got to be tedious having to manage several different types of damage to counter. It's also important to remember that this isn't an RPG. It's a strategy game. So when thinking of combat, one has to bear that in mind. What is fun in a "party" combat system isn't necessarily fun when trying to run a world
Yay on points 1, 2a, 3, 4, 5, and 6. 1 and 6 are particularly awesome. Now for the criticism :p I don't like swapping out Fire and Frost for "Arcane" (what is "Arcane anyways?). Are we going to have Arcane and Mystic for two "What is that" magic powers? Fire and Frost fit in well with the Elemental theme of ... Elemental. It also fits in well with environmental effects of a 4x map game with fiery desert and lava regions. Frosty frozen tundras and mountains. Arcane regi
This is a race mod, not a faction mod. I'm hoping to have a good number of Factions and I'm very welcome to input on ideas for adding more.
Yeah I expect to add a lot more development plans as we see what systems we have to work with. Overwhelming with weaker creatures I think will be an option for any force, but it is not something the Fae will excel at. Stories of the Fae Folk or Good Folk warn you about the dangers of being tricked, outwitted, or trying to match them in physical prowesss. Strength in numbers is often considered a good defense (after just staying away from them). After I finish this mod I'm thin
[quote who="SolarBall" reply="41" id="2469905"] I'm aklso surprised people are arguing the "ugly" part, since although it isn't a perfect fit it does fit quite well with having less kids.[/quote] I think it fits quite well myself. Maybe an alternate mechanic for the complainers would be that it causes you to get married later in life? This would reduce the overall amount of time you'd have to produce children and not let you get the jump start on placing the firstbo
[quote who="Wintersong" reply="24" id="2469146"]Why should be unique tech/resources/weapons for leaders be overpowered? Unique <> Overpowered. They should add alternative ways to do things but no need to overpower anything.[/quote] I'm not saying Unique is what makes them overpowering. Their very nature makes them over/under powered. Weapons and techs tend to be useful at a specific level of the game. I.e. starting the game with "Swords" would be awesomely powerf