Vendetta187

Vendetta187

Joined Member # 2989050
7 Posts 26 Replies 836 Reputation

I think the key point is, that wildlands need to be clearable sooner in the game and that the rewards are not of the type of making someone incredible strong just so much stronger. Having methods that require a strategic dedication to clearing them instead of raw power is the key to make them interesting in their current state. But it will most likely be a considerable amount of work to teach the AI to use such more complex approaches effectively.

16 Replies 72,696 Views

If I see it right, the ground beneath cities already changes when they expand, just into some sandy sort of texture. I'm not absolutely sure about that though. If it is the case, changing the texture of higher level cities shouldn't prove that difficult.... I think.

3 Replies 6,406 Views

easy thingy. Could you guys please add some sort of spreading city terrain beneath cities? Cobblestone stuff, plastered streets between the buildings. It would look a lot better than it does now, similar to the change that was made to the mountains. Just, low cost, high immersion and graphic yield. My personal favorite would be, if only cities of level 3 and above would have that... soooo coooool :D

3 Replies 6,406 Views

Indeed, Wildlands are a bit disappointing at times. Especially because I love the idea behind them. There are some additional ones in the map pack (I think) that have a wider span of difficulty. The darkling city for example. It is realitively easy to take and provides an interesting bonus, long before the game is decided. I would love to see more of that and a more diverse set of rewards for clearing them. Ever respawning Monsters would be a nice thing as well, but it

16 Replies 72,696 Views

I have 1.32 and it seems monsters still salt the earth after razing a city. The tile the city was build upon vanishes, after the city has been razed. Moreover, I still see oceans of similar tile yields. I'm pretty sure it is not as it is supposed to be. Any ideas where my problem might be?

0 Replies 2,691 Views
Reply to Internet Hate in PC Gaming

Here you got your answer: http://fishbowl.pastiche.org/archives/pictures/greater_internet_fuckwad_theory.jpg It's as simple and sad as that.

55 Replies 251,194 Views

[quote who="UncleJJ44" reply="38" id="3308144"] -snip- JJ[/quote] That is actually a pretty good analysis of the situation of small vs. large cities. I never really considered that small cities can actually construct all buildings. The main part of the ressources cities provide are generated by the buildings in it, not the population, making more small cities actually a lot more useful than just a few big ones. But besides the early c

40 Replies 111,977 Views

[quote who="Sanati" reply="34" id="3307693"]I think it's relevant and I see a way to make it work. Basically everyone could start in a bubble big enough to hold maybe 3-4 cities, everywhere else on the map could be something like a giant wildland that can't be conquered. You can settle in it without doing anything special, but monsters could constantly spawn in this area and group up to attack any units or cities inside it, perhaps increasing in strength the further one invades. So yo

40 Replies 111,977 Views

[quote who="MarvinKosh" reply="32" id="3307648"]Maybe the natural counter to expansion is to just make all the monsters want to exterminate you. It fits the setting and even some of the random events and dialogue text. Plus it makes holding onto the cities you have more rewarding instead of meh, I have another conclave, or oh look I have another fortress. When a horde of butchermen come shuffling over that hill and your cities just barely hold them off you'll be like, YES![/quo

40 Replies 111,977 Views

Anyone got an idea on how to open the graphic files of roads? Those things get fugly and I would like to do something about it :)

1 Replies 2,649 Views

What most people seem to forget, is the tax slider. There is actually a pretty good way to control unrest right now. If it get's a little love and balance, like smaller steps and actualy unrest reducing effects on lower settings. Comparing this unrest system to civ 3s corruption isn't that good I think, as civ 3 had a lot less ways (if any) to control corruption. Unrest is far better integrated into the rest of the game. So, let's see what the future brings

40 Replies 111,977 Views

[quote who="nDervish" reply="14" id="3306789"] Granted, you are the dev, Frogboy, and also granted, I love the design of FE so far, but the one thing that really kills most Civ-style games for me is that they inevitably devolve into spending all your time trying (and usually failing) to manage unrest, which I find to be intensely un-fun. The lack of any "You have a lot of cities? Punish you with unrest! Cities are far from your capital? Punish you with unrest!" me

40 Replies 111,977 Views

[quote who="NagaPrince" reply="13" id="3306647"]When you planetary invaded an enemy planet in MOO2, depending upon which government you began your game as, it would take between 2-10 turns to fully pacify the planets alien populace and use it.[/quote] Uuuuhm.... that didn't work that way. It took 2-10 turns to pacify a single unit of population. In the meantime the population unit was set as enslaved and had reduced yields. You could use the population from the moment you had the

40 Replies 111,977 Views

[quote who="Frogboy" reply="11" id="3306534"]For FE, I like a lot of these ideas. In the upcoming expansion, the "Faction prestige" thing is going away. Instead, city growth will depend entirely on available food and unrest. The more cities you have, the more unrest you get. [/quote] Got to see it to comment on it. Has a lot of potential into a good and bad direction. Whole thing is depending on what else is changed and how that unrest penalty

40 Replies 111,977 Views

[quote who="Drusus" reply="8" id="3306481"] -snip- less randomness.[/quote] Wildlands light. Another good one. Especially the part of the less random monster attacks. Might not fix the problem per se (As it might further encourage the stack of doom, which is another problem), but it would make the world more dangerous and interesting. I'm not sure what the whole implications of this are, but on first glance... yeah, I like it :)

40 Replies 111,977 Views

[quote who="NagaPrince" reply="99" id="3306488"] Quoting Malachon, reply 95Isn't the most obvious solution already in the game as a concept? If I want my units to have more soldiers, I need to research certain techs. If I want my army stacks to contain more units, I need to research certain techs. So, solution: allow all civilizations to start with a maximum of 3 cities, and add say 4 of 5 techs to the research trees to increase this number. Rationale behind it would be th

104 Replies 189,687 Views

[quote who="Alstein" reply="3" id="3306414"] Markets could be +2 Gildar per City Level You might have a few additional buildings that give +1's here and there that require a high level city. Certain other buildings like command posts, might have their build times lowered, but require a lvl 3 fortress. Masterwork Blacksmith: lvl 4 fortress, +10% attack and defense for all units stationed in the city. Stuff like that. These bonuses c

40 Replies 111,977 Views

[quote who="Alstein" reply="1" id="3306402"] 1) Make more buildings for higher level cities, or make the effects of certain buildings at least partially a function of city level or population. This will make growth mean more. The downside is , especially if based on population, this tends to go against Derek's design principles. [/quote] I actually like this one. I don't know about the design principals though. Can you provide a link I can hav

40 Replies 111,977 Views

I opened a seperate thread for this discussion. This one derailed pretty bad from its original intent. https://forums.elementalgame.com/439133

104 Replies 189,687 Views

Continued from the derailed AI test Update Thread. Feel free to repost your points and ideas about city spam balance. [quote who="NagaPrince" reply="92" id="3306252"] -snip- [/quote] First of all: this was kinda hivemind. I didn't see your post when starting to type mine. So no reverences or disagreement intended. When I think about the game and what makes it unique, I think about the feel of unconquered wildland, the feel of

40 Replies 111,977 Views

Instead of making it solemnly harder to found cities in the first place, there is also the option of dimnishing gains from additional cities. Right now, more is always better, giving large empires a growing edge over smaller ones. Every city you add, is just that, a new city that gives you more power, ressources, gildar, research. It is basically exponential growth and by slwoing down the pioneer generation cycle, the curve will simply take longer to go into an uncontrollable

104 Replies 189,687 Views

Yes, you're probably right about that. I still hope for a trinity of three addons, each focused on one of the aspects combat, heroes and strategy. Something like the walls I mentioned above would at best be part of a whole addon for tactical combat.

5 Replies 6,619 Views