[quote who="Nick-Danger" reply="20" id="2764233"] Quoting Rishkith, reply 18"Localized tracking" means that each city keeps track of what it produces. So, in the current release, the effect of localized resources is seen in 'modifier buildings' (that modify, say food production) modifying that cities' produced food (and not modifying the global food total)?[/quote] Hmm, I guess you could say so in that it tracks what is in the city yes. Previously what a city produced
Rishkith
"Localized tracking" means that each city keeps track of what it produces. Please bear in mind, what we had in 1G was not at all like local resources in Civilization (which also has global resources of Iron, Coal, Gold, etc), but we were able to setup trade routes between cities. This trade was effectively a "bonus" in production, it didn't cut out what you had in the first city. Also, the closer you were to a city or fewer connections the more of a bonus you got on the trade route. I
Yeah, this is where beta really started (and then continued) to just go wrong for me. The old economic system was rather popular and made the game a lot more tactical, strategic, and fun. There were a couple long official discussion threads over what type of economy people wanted and they clearly wanted some complexity and not global resources. Then after an off-topic <a href="https://forums.e
I like this idea, but better yet would be having different familiars in different spell books (all sharing the same limit of 1 so you only get to pick one among all of them).
This makes the huge assumption that city spam needs to be reduced. Care to start with persuading me why it does? With the current resource model I don't need more than 3 cities even on a large map and actually developing more can be penalizing. So why is this needed at all? Personally, I think I should be incentivized to build more cities rather than bunching up a few to maximize the gains from the adventure tech path.
I've been a huge SD fan since GC2. I'm an even bigger MoM fan so I eagerly pre-ordered Elemental. After being totally discouraged by the bad way beta was going and release I've been on the fence a while about contacting sales and getting a refund after the tremendous disappointment this has been. This post and others have made me decide to stick with Elemental and see where it goes.
I'll break this down into sections I believe are appropriate for the game: Character Creation: The weapons need to be more obvious in character creation, like this first thing you see when you switch to "appearance". My first character was weaponless as a result of me glossing over the appearances and this didn't fare well. Also, the design costs for weapons need a serious revamp downward. A club is 5 points... really? It apparently took a lot t
Starting up the game I get a crash to desktop every time when starting it up. This happens every time. debug.err
[quote quoting="post"] Now on forums forever after, casual players will almost certainly criticize Elemental for this system. If the approach for Elemental was to make it “accessible” to a vast audience, we wouldn’t do this. I.e. we freely admit that separating ideology, race, and faction is going to cost us. [/quote] Just figure out who your target is customer wise and stick with it. Elementals development has weaved back and forth between stupidly (can
Err, probably hasn't been brought up because I just don't see how it would work with the uninspired "Global economy" model they're going with. If there is a good local resources mod this would be an interesting addition.
[quote who="Tormy-" reply="321" id="2633793"]Well most of the people [especially those, who didn't preorder] think that EWoM is the successor of MoM. Do you really think that those people are expecting to have an RTS or WEGO style combat system?[/quote] You know that is why I pre-ordered and got involved with this game, but that horse has already bolted from the barn. Age of Wonders was also touted as a spiritual successor to MoM and I think Elemental at this rate is going to be just
Winner take all Sucks. It is unrealistic and it really sucks if in a close match you are forced to lose it all. I wouldn't want to see tactical battles go longer than 20 minutes. 10-15 would be ideal with maybe the occasional longer "epic" tactical battle when sieging a capitol. I think there is a happy medium between randomized & richnesssuch as semi-randomized with modular tilesets. Also, my biggest concern about tactical combat is whether or not auto-resolve mak
I'll not revisit the whole list and how I think one change was remarkably ill-conceived and time and testing has only confirmed that for me. Since the topic of upcoming tactical battles is mentioned though I'll say that my concern isn't at all the pacing of turn based or not turn based battles but rather how auto-resolve is handled.
I'm curious how many AI "personalities" you intend to develop like in GC2. I really like that there were multiple AI "personalities" where it played towards aggression, influence, etc.
Hopefully it stays blank. I'd rather deal with when is it coming posts than complaints about the release date being wrong. Or maybe something generic like "Released when you see it in a retail store near you"
[quote who="Tormy-" reply="24" id="2598434"]Rishkith - I am a "local resources fan" as well, but I am not complaining, because the decision has been made. You should just move on as well....we gonna have a local resources eco mod anyways.[/quote] I have already moved on. But that doesn't mean that I'll in a relevant thread like the one about this patch I gave my full feedback about Magic, Economy, and everything I felt relevant to this patch. The major game mechanic
[quote quoting="post"] I want to know how everyone feels about the Beta right now, as compared to past builds, and as compared to your hopes for future builds and the retail game. My questions (And my own answers,) are as follows: How has the stability of the current build [1Z2/.30] gotten better or worse for you?[/quote] Stability is a lot worse than previous incarnations. There has been a lot of variance but it has certainly been on the worse side. <
[quote who="Tridus" reply="62" id="2595190"] You're going to cite Civ? Really?[/quote] You read WAYYYYY too much into that little comment. Civ is a simulator and complaints were this game wasn't meant to be a "simulator". But most all 4X games are intended to be some sort of simulator. I'm not a fan of the Civ 4 economy. In fact my biggest complaint about it would be the global resources of metals and oil. If it had a more realistic (simple or complex
[quote who="Jafo" reply="18" id="2594840"] Name just one 'legal' way someone can 'get' my Intellectual Property without my consent/approval [other than purchasing - wich is obviously WITH my approval]?[/quote] Failure to internationally copyright your product. Countries don't always and automatically recognize other countries copyrights. For instance you can legally copy foreign television programs in the U.S. so long as they're not licensed for sale in the U.S. (Ho
[quote who="Sethfc" reply="50" id="2593332"]Actually what you just described would be considered 'Local' as the Local resource system is not self sustaining cities as it seems everyone has them confused it refers to the fact that resources are transported along the network and take time and money to go and trade exists etc. it is actually based more on the model you just gave Los Vegas actually has to import food water etc. but it then generates revenue as a large commercial area.
[quote who="Frogboy" reply="17" id="2589569"]The most important point that the beta group has made (and the argument that won us over) was that at the end of the day, Elemental is a STRATEGY game and not a simulation. The game mechanics should provide the widest possible set of options strategically for the player to win.[/quote] I wholeheartedly agree with the concept and disagree with the implementation. There is less strategy involved in city placement now, less strategy in how I p
[quote who="vieuxchat" reply="20" id="2589549"] Choose a sov [/quote] If you have to choose a specific sov in order to get anywhere in game, there is a problem. Also, you can edit the sovs file under units to cheat. The whole point was it is a problem that needs fixing. [quote who="vieuxchat" reply="20" id="2589549"] To train other units you see in red the resources you need. /quote] With 50 minimum in every resource I still can't train anything other
[quote who="Frogboy" reply="8" id="2589447"]We did listen. As you know. Users discussed it heavily here: https://forums.elementalgame.com/378334[/quote] Err, um you jumped in a user started thread about housing and on the 12th post announced you were making food global. This thread is to that point already. I would point out the community actually did discuss it heavily , but I suspect you don't care any more. Most peop
Reducing the game down to just 1 opponent seemed to stabilize it for me as well. I played a dozen games with lots of crashes and on my last one had one opponent and got over 100 turns. Also in the 100+ Turns. I was never able to get my sovereign over level 1 as I was not able to win a single combat against anything including a bandit and a lone spider. I was never able to build any units other than peasants despite researching various military technologies. In my opini
Dead horse? Wow, the beta hasn't even been out 24 hours and you're declaring it fate accompli. Are you in a rush to call it done because it really just isn't popular and you want it to stick? I hope Stardock hasn't made up their mind because the model just doesn't appear to be fun and right now appears to be taking a lot away from the game. They're usually very good listeners but it does seem they're intent to ram this one through in a hurry no matter what anyone thinks. Also,