LightofAbraxas

LightofAbraxas

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

[quote quoting="post"] I can spend hours creating defenses of all sort, sending units to control strategic points... all that for what? How do I know, in fact, if the enemy is not just putting together a huge stack that is going to jump around like in a dumb arcade game and destroy all my work in just a few turns? Lucky the AI right now is so dumb that is not applying this obvious simple dominant strategy! If the AI did the game would be already unplayable! <br

27 Replies 16,787 Views

[quote who="lord ebonstone" reply="8" id="2789100"]The whole specialist stuff really smacks of GalCiv2, which Elemental needs to be moving further and further away from, not toward. Examples from this idea: -Actually interesting, perhaps tiered ala Civ5/WoW/whatever, specialists. (This allows for real "specialization." I can dip into, say, Combat and Adventuring if I want to focus on Physical Heroes and basic-unit Armies. If I jus

52 Replies 58,666 Views

[quote who="Robert Hentschke" reply="41" id="2789112"]Cartoonish, maybe, but more playable IMO. The objects (like trees, mountains, or monsters) are far more visible because they are off-scale and (which is the killer) have the dark border that is used to differentiate objects. 3D objects typically do not have such a bright object / dark border layout so they blend into the background. The cartoonish map is the clear winner in the contrast and useability

143 Replies 375,795 Views

[quote who="Magog_AoW" reply="38" id="2789065"]Those PAX beta screenshots look so much more awesome than the current game. [/quote] Disagree, sorry. Much too cartoonish for my tastes.

143 Replies 375,795 Views

[quote quoting="post"] 4. Right now, we can only build one type of improvement on each type of worldresource. For example, a "ScenicViewBonusType" will ALWAYS produce the same improvement. Even if more improvements are added that uses the same type, there is no way to build them. I would like to see an option added to select which type of improvement is to be built on a resource, if there are several choices. [/quote] <span style="fon

127 Replies 53,507 Views

Alright, I'm going to go ahead and make a little noise about something that I haven't seen mentioned too much in the forums, but is a big deal for me. I apologize because this is a repost (I hadn't seen this thread at the time), but I wanted to be sure it caught the eye of the devs, if just for a second. Important note : First, I like this game. I think it's a brave concept, and an

193 Replies 141,571 Views

[quote who="MOIISKA" reply="4" id="2778879"]To the OP: I am sorry, but Civ 4 does not have a better battle system. Not even close. Ground/Air/Sea is all the same. Exactly the same. It's different, and much better thought out, to a point. If you look, you'll see how it was changed for Civ 5. Civ 5 >>>>>> Civ 4 as far as battle systems go. I love the *potential* of the battle system in Elemental, but it needs a ma

6 Replies 4,420 Views

You know, some meaningful strategic choices would really lend this game some depth and replayability. First off, I should say that I kinda like this game. It's different, it's interesting, and it has a lot of potential. But, I have to admit, I was definitely bored after a few games. So... I put it off to the side for a while and played Civ 4 for the first time. <span

6 Replies 4,420 Views

"Yes, English is not my mother language. And even not my second language, so I'm sorry if my english is bad" Well, in that case, that's pretty f'ing impressive. So, I'm guessing that your intent in having inns as quest centers is to have quests that replentish over time? I actually think that this is a good idea (if it can be balanced within reason), but again, I think that having different "levels" of quests/locations is a good mechanic to reward the player for pursuing a tech line o

20 Replies 14,276 Views

"You just want your adventurer go to the next level of dungeon. Honestly, I hate Adventure Tech and hope it would changed." Yeah, that's pretty much what I'm saying. I think the adventuring component is a fun aspect of the game. I'm not sure I understand what your point is, I'm sorry. I'm guessing that English is a second language for you (and I apologize if that's incorrect), so I really don't want to argue about it.

20 Replies 14,276 Views

What GV said. I love this tree, and certainly don't think it should be removed. Look at it this way: they're researching the locations of forgotten notable places, resources, and leads on important people wandering the wastes. Imo, there could be more quest types (and more involved) and notable locations, but I would be sad if it got the axe...

20 Replies 14,276 Views

Haha, true. I've settled on 30 for my SpellLevelScalar. What do you all use?

5 Replies 5,329 Views

I've found that increasing the TechLevelExponent to between 1.8 and 2.0 really stretches out the mid and endgame for me. Cheers! I enjoy a long game, too.

5 Replies 5,329 Views

StMorpheus: I do agree with you here about units per tile. The numbers were just thrown in there because they were easy for me to multiply. A few hundred units total would be perfectly fine with me, but I think there is a valid desire here for bigger battles.

420 Replies 1,127,758 Views

Also, as many other posts have mentioned, no one is asking for 10,000 individually controlled units. As an illustration, 8 Full Battalions of 100 6 Companies (or whatever) of 50 = 1100 units, and only 14 commands to issue each turn. This is hardly overwhelming, imo. (P.S.) My laptop runs MTWII, which renders many many many units at once without any problems. My laptop is fairly horrible. I don't think this is going to be quite the issue that many people seem to

420 Replies 1,127,758 Views

Thanks for heading this up, RX. I would love to see battles that look something like this. Granted, with the tile-based system we have now, it's not going to look exactly like that picture, but I would love 1) More than 12 units in an army. 1.5) Bigger tactical maps to accomodate. They don't have to be huge, but bigger than we have now would be nice. 2) Bigger unit sizes. From 1 (for scouts and garrisons for towns under low threat),&nbs

420 Replies 1,127,758 Views

Alright, I'll throw my 2 cents in here. I think that my ideal combat system would change 3 specific things. 1) Seperating attack and damage would allow for some meaningful differences in weapon types. 2) Normalized distributions. I would suggest a normal distribution for defense scores, and a "skewed" distribution for attack. A system that makes multiple rolls and keeps or averages the highest one, two, or three rolls would shift the probability distribution "above" the mean d

140 Replies 327,038 Views

Yeah, I would like to see this as well. Unfortunately, we can't mod new diplomatic functions in, as it stands now (I'm pretty sure that's the case, anyway). I think that there's a lot that can be done to make diplomatic capital a little more unique... maybe we'll see something like this in one of the 1.x patches or expansion.

6 Replies 3,365 Views

I'm with tamides on this one. It's a personal preference, of course, but I know that for me anyway, conquering 40 AI cities after I've defeated the faction's main army is more work than fun. Also, like tamides said, I don't think it fits with the lore. And, to top it off... I ususally can't think of 40 good city names, haha. As for a reason for why it's bad to city spam, I don't think there is one in the sense you mean. There is no downside because you can found an outpost for n

145 Replies 84,312 Views

Alright, what I'd like to see is how to link a faction's current resource level, in this case diplomatic capital, to another game mechanic, such as influence, with some nonlinear function. It'd be a great way to illustrate how to implement a (somewhat) advanced operation in Python, and would be an interesting game mechanic (for at least one person!).

154 Replies 397,292 Views

I think I read in one of the stickied posts that it increases your interfaction relationships, but I haven't tested it enough to see for myself. I was thinking of some sort of nonlinear function providing diminishing returns and that caps out at about 4 tiles for ~2000 or so. Increasing the trade value and reducing the income from Scenic Views from (2 to 1 per turn) would help balance this out, I think.

6 Replies 3,365 Views