[quote who="madtemplar0" reply="55" id="2835104"] Please set Elemental apart from all other 4X games and do something unique. Give AI leaders some hidden stats such as: aggressiveness: How eagerly an opponent leader will engage in warfare, quest hunting, expansion, etc. recklessness: The size and frequency of an opponent leader taking risks such as committing entire armies to one task, or going to war with stronger opponents, etc. pride: How m
LightofAbraxas
First, I understand your frustration. But, a couple comments. You really can't play a save from a previous version and expect it to work. It sucks, I know, but it's just the nature of rewriting the code. If they could make the new patch compatible in a relatively cost-effective manner, I'm sure they would. Second, if you just give the game one more chance, wait for 1.1. The devs have been very up front about the fact that this is a public test phase and isn't reccommended for most users.
[quote quoting="post"] We have some huge (like things that will make some big news) announcements coming up in the next few weeks regarding Elemental. I realize that when games are released that’s usually the beginning of the end of their work. For us, the release was just the beginning. As a reminder, anyone who purchases Elemental before December 31 can still get the first expansion pack for free. I talked today with Random House and our music comp
[quote who="Istari" reply="8" id="2834623"]City Walls. They would stop early steam-roll tactics, as you would have to create a siege army, which takes tech and time. [/quote] Dear God, yes. Actual walls in tactical battles are something that I'm really hoping to see in the first expansion, when tactical battles get revamped.
Nice post. Aside from the building queue being too slow and level cap on cites, I agree with everything here. I like my pacing on the slower side, so the first is just personal preference. As for the number of cities, I think that this could probably handled with other mechanics. But, like I said, I agree with about everything you've said here.
Hey all, I had a quick question for anyone willing to help me out. I uploaded an image to the image options page of the my account tab. Buuut, I'm still getting the generic silohette on all my posts. What am I missing here? Thanks in advance!
[quote who="TheProgress" reply="124" id="2834545"] Quoting LightofAbraxas, reply 123 Correct me if I'm wrong, but if fractions of population don't accumulate, this doesn't really do too much, does it? The population is prob tracked behind the scenes as a float and is simply just rounded down when presented to the player / retrieved for a population specific function where a whole number is needed. [/quote] Granted, I haven't been
[quote who="dopeydave" reply="9" id="2834483"]OH yah i almost forgot , in the character creation (hero) builder , when selecting weapons for skillpoints the 3rd weapon is 2H with 15dmg for 9skill points, and the 4th weapon is also 2H for 9dmg but takes for 15 skill points, or something about that range, im thinking they mixed those two up seein how stats of eachother are just opposites to sp. (no mods btw fresh install). Yah and were are my damn librarys i play it
[quote quoting="post"] 75. Implemented changes to Prestige generating improvements (and city hubs) as follows: Outpost base prestige: 0.3 Village base prestige: 0.4 Town base prestige: 0.5 City base prestige: 0.6 Metropolis base prestige: 0.7 Capital Level 1: 0.5 Capital Level 2: 0.6 Capital Level 3: 0.7 Capital Le
Yeah, JD, I agree- I think Istari was being facetious. For me, it's interesting because before I read it, I had considered the brain to be a processor made of neurons. If each neuron has more power than the standard microprocessor, though, it's essentialy a whole new game. A human brain modelled with memristors would be roughly the size of Jupiter! (note, I have not done the math on this.)
You know, I think I actually heard that before, in a lecture in grad school... From Professor... Terry Schaivo. Lol, not nice, I know.
http://www.technologyreview.com/blog/editors/26044/ "A single human brain has more switches than all the computers and routers and Internet connections on Earth." One of the most startling discoveries in neuroscience this year. A real kick in the nuts for all the cognitive scientists that had hoped to see true AI in thier lifetimes with the invention of memristor technology. I hadn't seen this covered in
Great post. I can't think of anything here that I disagree with, to be honest. I know the devs have mentioned that bringing flavor into the game is one of their goals. Finding a way to fix these things would get them part of the way there.
It was considered to be overpowered and removed from the selection process in one of the previous patches.
I love these posts! It's great to get a look under the hood of game development. I'm a little curious/concerned about this one though. Does this mean that each spell added into the game will have to have an AI component modded in to accompany it? If yes, will we eventually have the tools to do this?
I, for one, think that this is a good idea. There was some talk, for a while, about giving bonuses for adjacent buildings from the devs. So I'm pretty sure that the engine supports this. I'm not too sure why it never went anywhere. As for buildings that modify tax rates, I'm not sure about that either.
[quote who="Werewindlefr" reply="4" id="2830217"]Actually, it has been said by one of the dev that they square the max value before making the roll, then they take the square root of the roll, which gives an average of ~70% and a lower standard deviation -thus, less randomness-. I think lowering randomness any further is bad. Managing uncertainty and probabilities is part of ones' tactical skills, and should be part of this game as well. [/quote] No kidding? Is that in
*Resurrect* This was a great thread. I know that I, for one, was dissapointed to see random distributions on dice rolls in the latest version. At one point on the thread, Mr. Wardell indicated that he was in agreement with the gist of the thread. Is this still in the works or is it DOA? Anyone have any insight? <span styl
I agree 100%. There was another thread about this shortly after the game was released, and (if I recall correctly) the overwhelming majority of posters were very against random distributions on dice rolls. At one point the devs posted that they agreed. I'm not sure if this is still in the works or not.
*Sigh* While I can't say I agree with the tone of the OP, I do, sadly, agree with substance. My impression of the revision process is that they're starting with a solid base to expand upon. So, I have hope that this is the eventual goal. Baseless optimism... maybe. Either way, I hope that the devs at least read over this post.
To the OP. Having personal limitations on tapping into the global mana pool has been discussed before, and I have to say that I'm personally for this 100%. However, for some reason, the devs have been turning a deaf ear. Maybe it's a time or priority issue, maybe it's an AI issue, I don't know. At the risk of sounding like a broken record, having "casting points" allows casting power to scale. I don't like how, right now, my heroes can channel the same amount of mana as my sovereign, who shou
I think this is a great idea, too. I also thinking that removing shard types altogether would make the magic system more interesting. Honestly, I think going in either direction would be better than what we have now (although the magic system is improving quickly, and I am very appreciative of the devs for working on this). Advantages of multiple mana types 1) This puts a soft cap on the spells that can be cast from the different elemental books, rather
You know, once we get some insight into how the AI works, this is possible to implement in a mod. Or, it's been suggested to me that it is, anyway. I'm still learning the files, honestly.
[quote quoting="post"] I don't know if I like the way that global population works, though i think that specialists are really cool. I think I am going to play around with a mod to see if I can make it local. I think that this will be better in general. [/quote] I would pay at least one karma for instructions on how to do this, if you get it to work. Obviously, I agree completely.
I'm also not very keen on turning essence into a boolean. I don't really have a problem with global mana, but without an upper limit on maximum mana usable per turn there's no feeling of a relative scale of power (intelligence restrictions aside). Even a very intelligent Joe the Farmer who I've recruited and imbued shouldn't be able to channel anywhere near as much mana a turn as my sovereign without lots of experience. Other than this, I'm pretty happy with the proposed changes.