...or would be, if I could figure out how in the world to do it. Linking your current level of diplomatic capital to the mystery influence algorithm would make spending this resource a difficult choice, rather than having it be just another form of gold. So, accumulating (the now valuable) diplomatic capital would increase your area of influence, but could be spent (thus reducing AoI) to negotiate treaties, etc. So, my question for you is, does anyone know if it is possible to link a
LightofAbraxas
If "Epic" feels to fast to you, as it does for me, you can mod this with about a minute of work. Copy and paste the ElementalDefs.xml to your mods directory. I bumped up the tech as follows: 4 1.8 1.50 Now, I've put off playing more tha
I think this is a great idea, personally. I wonder if this is something that can be modded...
Honestly, I'm doing absolutely nothing to stop any of these things. But, I do think it's funny that a "Putting things in perspective" post is only saying that other games are worse than Elemental (which they are). That really isn't much in the way of perspective. My world certainly isn't ending because this games has problems, and I can't really put myself in the shoes of someone who is genuinely angry about this. With that in mind, I agree with the broad point of the poster. I'm not
Hmm... not to be Debbie Downer here but, there are well over 100 million people in the world who go to sleep every night without enough to eat, there's the systematic murder of ethnic groups, rape of women, and abduction of children in Africa and elsewhere, regular abuse of domestic servants throughout many Middle Eastern countries, etc. But, I guess this game having some bugs and balance issues is pretty bad, too.
Agree completely, I didn't really mean to imply otherwise. My personal opinion is that a game should model the real world to a degree that remains fun. As spears (and pikes) were developed as a counter to cavalry, so should they be in the game.
"No, they did not. The pikemen did." Correct, although this contributes very little to the thread. The OP's point remains valid, mounts should really be more powerful than they are currently.
Against my better judgment, I'll take the bait. 1) You are right about one thing, everyone does seem to think that their idealized perfect game is just a few patches away. Everyone, understandably, has a different opinion of what that game is. What actually makes this possible is the ease of modding this game. So, if you have half a brain, and are willing to put in a few hours of work, you can change the mechanics to whatever your little heart desires. Elemental is actually fairly uni
Very very cool. Best of luck, my friend.
Wow, sounds like a fantastic idea.
Just as a quick comment, I disagree with as many points as I agree with. Having your sovereign not actually be a unit, for example? My understanding of this game was to be a TBS/RPG(ish) hybrid. This seems counter to one of the core game designs. Too large an area of influence? Many people dislike having tens of identical cities. Hopefully the devs will take this as just one person's opinion, albeit a thoughtful and well written one.
Pretty easy to fix. Open the map xml file. Save as some other name. Delete all text below the TileData tags except for ForestData and " " at the very end. This will delete all scripts and "props." Load it up with the Cartographer's table and add randomized start locations, save, and enjoy! Resources will be automatically generated when you start the game.
THANK YOU! It almost makes me want to kiss someone.
Could not agree more, especially with stretching the distribution by modifying the SD. If I could give karma to every single person on this post, I would. We want Gauss! We want Gauss!
I've also experienced this...
Yeah, I agree. Alpha Centauri did it best, imho.
I'm sorry, what exactly are our mistakes as fans of Stardock? I think the hating is a vocal minority, personally.
Does anyone have a good idea of xml files that still cause problems when edited and placed in the Units directory? For example, I've had success editing the ElementalDefs file with no ill effects (that I can tell), but editing some improvement files seem to cause doubling of production costs and resource income. Apparently, some tags were causing stacking instead of overwriting game variables... is this still the case? Thanks!
Wow, very impressive. Any katanas in the works, by any chance? [e digicons]:D[/e]
I'm personally all for something like this. I've been thinking about something like this, myself... but I'll probably wait to see what happens with the magic system over the next few patches. I was thinking about adding a couple new shards, collaping a couple of the elemental ones. Anyway, good luck!
Agree completely, for what it's worth. I am (was?) actually pretty excited to hear about upcoming changes, specifically to the magic system that was hinted at, but... I guess if I was working at SD, I'd get pretty tired of having my professional competence questioned on every post, too.
Oh my. BTW, I actually think there are a lot of good ideas floating around in some of the sections. Selective reading is key.
Yeah, I wouldn't mind seeing this, honestly. Possibly with an options to change the distribution type of resources from "highly clustered" --> "even distribution." Having said that, I don't think something like this is super-high priority on the to-do list. But yeah, eventually.
Also, another possible quick fix to extending the game is to mod the ElementalDef.xml file. I upped the "SpellLevelScalar," the epic tech pacing multiplier, and the tech level exponent. I had some problems with champions leveling in previous versions, but everything seems to be working in 1.7.