Rishkith

Rishkith

Joined Member # 2979545
72 Posts 542 Replies 776 Reputation

[quote who="Climber" reply="76" id="2432094"] 3. Tech Leak. When all your neighbours has certain tech but you don’t, those techs will become GREY. It does not matter if you have all the pre-req of these tech. It helps a bit for those lags in tech. Or it can become a strategy to try leeching tech from neighbours by increasing contacts via trade.[/quote] Now this is a system I like a lot better. It reflects realism a

196 Replies 324,612 Views

[quote who="BoogieBac" reply="69" id="2431980"] I disagree. You're still making a choice of one thing over the other...and you dont INSTANTLY get it when it turns grey. You may have to hit 10 additional milestones to get 1 low-level freebe..[/quote] In Galiciv2 I could choose Harpoon 1 over Plasma Weapons 3... but one is just generally more useful. Now if I come up against an opponent with uber shield tech, that is a choice I made and I could have corrected through tech tra

196 Replies 324,612 Views

[quote who="Frogboy" reply="65" id="2431831"] I like this idea.[/quote] As stated by another poster I think it would make it always preferable to pick the rare red tech and try to drive as many techs down to grey as possible. As simple techs become widely known throughout the world though, might some independent 3rd party like a guild find a way of selling simple technologies that have been missed?

196 Replies 324,612 Views

If rivers are on the tile they don't have to be a static size. You could program in that every time a river joins the graphic depiction of the river gets wider.The smaller rivers could be ignored by foot traffic and the larger ones you then have to either build a bridge or go around... as people used to do. I like the idea of having them on tiles because you could make better use of seacraft. Trade by river and piracy by river should be important in my opinion. Plus having my Fallen g

31 Replies 64,373 Views

[quote who="Denryu" reply="44" id="2431353"]If you focus on warfare, warfare warfare, the cost of doing so is that you are not advancing in other areas. This may be a "realism vs fun" issue, but seriously if a faction focused on just warfare, wouldn't they start to get really good at developing warfare tech and thus push research costs down? And I realize this is all still up for a LOT of tweaking.[/quote] Bear in mind that more expensive does nto equal taking longer to

196 Replies 324,612 Views

It pops up too fast and disappears too fast. They need to add a delay of about a second on pop-up and another 1 second delay if you get bumped off the 1 pixel for the info-card.

3 Replies 1,558 Views

I like this research model and the example GUI a lot better. But I've got a question. Alpha Centauri did something similar and one thing I really liked is that a tech in one path was often a pre-req to an advanced tech in a different path. Anything like that? For example before being able to research iron weaponry in the warfare path, I'd need to first unlock iron mining in the civ path right?

196 Replies 324,612 Views

The first thing I want to do for Elemental is make a mod adding a new coalition of races called the "Fae". Though I expect races to become big after launch with mods, there is no room for it designed right now. Examples: [IMG]http://i493.photobucket.com/albums/rr300/TheSallust/No_Races.png[/IMG] Civ selector. What race are you playing when you select a civilization? All it says is you're choosing between Kingdoms and Empires, what does that mean? Shouldn't I know that

1 Replies 686 Views

[quote who="krejci" reply="51" id="2428759"]I actually like to see at a glance what a progress I and my poor people did![/quote] From the main map interface look at the bottom right bar. It shows your progress to the next tech milestone for the tech area you're researching.

67 Replies 42,760 Views

[quote who="Silicor" reply="7" id="2428478"]I agree, but I would insure that their is a fair distribution of ultra rare resources. Not that everyone has the same resources, but that everyone has a relatively equal amount of ultra rares in their area. Just to make the playing field even. It would be good if they had a prospecting skill so you could find out what is available in your area and could tailor your technologies to luck of the draw.[/quote] Disagree, th

23 Replies 63,721 Views

[quote who="red1939" reply="44" id="2428178"]1. Divide the techs into three major groups: Civilization, Warfare & Other (it's probably better to find a more suitable name for it). In order to refer to a tech - for example - "Godly power", placed in the Civilization group, I will use such notation: CIVILIZATION:Godly_power.[/quote] Err, no. No way I would want a research group that had fewer paths that Alpha Centuari. Again, I'll repeat that Alpha Centauri is the best way t

67 Replies 42,760 Views

Bear in mind that as resources become less common you're going to get less of it because you'll have fewer nodes of it. So really I think the "no rummage" is only need for resources you truly want to be ultra rare.

23 Replies 63,721 Views

[quote who="Frogboy" reply="13" id="2427150"]Here's my beef with the current research mechanism: If I want to get to say horse back riding, I end up having to go through a bunch of largely unlreated techs first. The UI for the current system doesn't lend itself to rapid branching and as a result ends up being quite linear.[/quote] It seems like you could branch every tech off of another tech in the early rounds of the game if you wanted to. That isn't linear at a

96 Replies 257,612 Views

Having been in a lot of betas, there is one thing unmentioned that I really like about Stardock betas. Many game are designed entirely from the top with little weight given to the bottom. By which I mean: Top company managemtent ^ Developers ^ Beta Testers ^ General Customer Base They'll take your bug reports and even your feedback, but design goes entirely top down. I've been in many bet

63 Replies 121,013 Views

I'm actually aware of the building costs. Something else is causing the turn based income to go up and down in my games in amounts generally around 10 gold a turn.

7 Replies 6,503 Views

I like the tech mechanics, but I do not like the tech GUI. I challenge players to open up all the available techs and say if they still like it when the screen is cluttered with medallions and you're mis-clicking on them all the time because of the way they float around in there. Though I will say the tech screens and mechanics in MoO1 and Alpha Centauri were two of my favorite to date and aren't bad. The subject of random techs is a touchy one and I would recommend having it

67 Replies 42,760 Views

I loved this in Alpha Centauri. I would hope it would be done better if incorporated into Elemental though. I'd like to see more than just 3 options for each for instance. But some way of tailoring your society would certainly be fun.

17 Replies 10,525 Views

Big bump for this. Also, when I do my first mod it is my intention that the civilization be able to develop forests only, and not in the plains (except adjacent buildings like humans do).

2 Replies 5,371 Views

All these items, and so few choices of what to do with them. Do I really want my scout to keep a ring of +HP? No, but I have no choice to trade it, bank it, or sell it. I'd like to see a vault repository for special magical items like MoM had. You could store some items in a vault until you decided to give it to a hero or someone. I'd also like there to be some kind of open market or Trader's Guild. Where you can sell magical items for gold... bu

6 Replies 6,782 Views

So the basic skeleton of an economy is there, and I mean very basic. Does it work? well, I honestly can't say very much for or against it because I don't feel enough content is in the game to test a robust economy. "I can haz sword guys"... sometimes. I'd really like to see some more special material requiring items we can build and test with. Can we put the full armor suits back into the beta at least? Horses or Battleships if possible maybe. Due to unknown factors my gold is

7 Replies 6,503 Views