LightofAbraxas

LightofAbraxas

Joined Member # 3084921
42 Posts 752 Replies 15,587 Reputation

[quote who="Javaslinger" reply="12" id="2841763"] Quoting Heavenfall, reply 7 Following this thread. Why do people write this? Who cares?!? [/quote] It makes it accessible through the My Posts tab without scanning the forums to find it. Incidentally, I am also following this post.

47 Replies 127,476 Views

1) The art is fantastic. 2) I'm working on an alternate (and expanded!) magic system. What is your stance on using a piece of game art as a logo for the mod? 3) I burnt my blueberry pancakes this morning. I'm really bummed about that. 4) Have you heard of the Prisoner's Dilemma? The decision to cooperate rather than defect after the initial release of this game is why I love Stardock. (Yes, this is an inexact interpretation when you consider ongoing sales increases.)</

52 Replies 99,105 Views

[quote who="Glowing_Ember" reply="4" id="2841275"] They did say there was going to be a major update on magic coming up... [/quote] Oooohhhh, I missed this. Do you remember where they said this?

16 Replies 5,645 Views

No, don't get me wrong, like I said, I think it's intriguing. And I'm all about trade-offs. I'm more keen on it when you phrased it this way: [quote who="rwemack" reply="2" id="2841220"] You could either max out your enchant slots, but not cast many spells (since recovery would be slow or nil). -- or --

16 Replies 5,645 Views

At first, I hated this idea. Then I loved it. Now I'm lukewarm. On the upside, it creates more building opportunities and an additional use for population. On the downside, once you hit storage capacity, you can enchant until your maintanence equals your production for "free" until you dip into your stores. I'm sure there are other positive and negative aspects to a mechanic like this that don't immediately com

16 Replies 5,645 Views

[quote who="Werewindlefr" reply="3" id="2840039"] That wouldn't solve the other problem: there's nothing to build for most of the game but libraries, a few workshop and labs. We need at least 2 or 3 more small buildings of the sort, and a few more non-spammable at city level 2-3-4. [/quote] True dat. Problem is, I'm not really sure what other buildings would have to do.

10 Replies 10,497 Views

Great post! I agree with everything here. Just to add a little something to one of your points. [quote quoting="post"] -City building: The "population as a resource" thing is still almost unused. It's there, but mechanically, it only does something in the 10 first turns of the game. Then, you forget about it. What could you use it for? [/quote] I wonder if maybe only a certain proportion of your population should be considered as s

10 Replies 10,497 Views

Sorry, I wasn't trying to be nit-picky, but just wanted to remind everyone that we are getting more updates in addition to the expansions. [e digicons]:blush:[/e]

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[quote who="econundrum1" reply="50" id="2838857"] Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2? As someone has said if they where in position at the start of the game how do you stop people building other things on them. And from a player

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[quote who="Wintersong" reply="46" id="2838720"] In the real world we keep discovering new "sources" of resources we already knew about. Why cannot be the same for Elemental where explorers (invisible, abstracted little guys that roam the world without us noticing) can find new places where that resource can also be exploited? "See this map sir! In this place we had previously visited, this time we explored a cave system that was there and found a gold deposit that we could use!"<br /

102 Replies 38,561 Views

Yeah, I'm talking about Case 2 here. It's just personal preference, I understand that there's a case to be made for either that or the way it is now. It's harder for me to see what the arguement for Case 1 would be. Edit: By "the way it is now," I mean the 12 tile spawn, not 20 tile spawn.

102 Replies 38,561 Views

Yeah, agreed. That's the point. If revealing depends on a certain tech, it's not like they'd be able to use it, or even that it would be "your" resource, really.

102 Replies 38,561 Views

[quote who="Werewindlefr" reply="37" id="2838609"]Is it possible to have resources spawn at the begining of the game in a future patch, and the techs only reveal them, Civ-style? I mean... it's kind of weird to have techs *create* resources all over the place. I know it would require quite a bit of code change, but maybe for 1.2? [/quote] I'm a big fan of this, as well. With revealed resources, the value of territory changes dynamically, creating the opportunity for inter

102 Replies 38,561 Views

[quote who="Istari" reply="41" id="2838133"] Quoting Trojasmic, reply 25 Somebody remind me... what comes first? 1.2? or the Expansion? 1.2X is the first expansion. 1.3X is the second expansion. [/quote] Incorrect. The 1.x update line is independent of the expansions.

79 Replies 186,547 Views

[quote who="Blaze of Glory" reply="6" id="2837701"] I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in massive wars, shifting alliances and interesting gaming. [/quote] I like these two ideas, as well.

79 Replies 186,547 Views

[quote quoting="post"] I am hoping to really get going on the diplomatic AI over the Christmas “break”. If there are any diplomatic features you guys would like, feel free to chime in. [/quote] One word: personality. Now that the AI can hold its own, I'd like to see the different leaders tending to act in different ways. I thought that this was implemented very well in GC2:ToA. I don't think the amount of character that this adds to the

79 Replies 186,547 Views

[quote who="seanw3" reply="10" id="2837565"]But could the AI use such a complicated system? [/quote] Sean is right, I believe. From what I've seen of FB's coding journals, each spell (and thus each special ability) has a dedicated piece of AI code associated with it. There are no general tags that modders can access, so I'd be very surprised if the AI could make effective use of new special abilities until we get access to the AI xml files. Having said that, I'd be thrill

14 Replies 9,790 Views

I've seen this since 1.08. When I reload a custom faction, a bunch of the color categories will change to a "skin" kind of color.

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[quote quoting="post"] Now, to research: my main complaint is the following: it's currently to easy to rush a line of techs. Actually, an advanced tech like heavy armor and a basic tech like training will cost the same to research. And this is a clear problem, because an early 20 attack or 20 armor soldier isn't that hard to create if you focus exclusively on that. And by the time you create it, no other faction will be able to even put a scratch on it. Light plate should be an ear

31 Replies 115,481 Views

I think that this would probably be a pretty major modification of the code. Having said that, I really like this idea. Being able to level up your spells would help to differentiate casters.

1 Replies 2,189 Views