Aeon221

Aeon221

Joined Member # 3112614
27 Posts 160 Replies 9,690 Reputation

The go-to example is Fallout. People, even hundreds of years after the nuclear war, mostly live in small corners of the abandoned metropolises of the past. Or they create tiny settlements in the wilderness. Mostly they get by through scavenging, small scale trade and petty theft. Maybe a little herding or agriculture when they have the tools and training. I'd like to see Elemental move into a similar vein. For instance, I'd personally ditch the settler mechanic entirely, and have the

5 Replies 5,571 Views

I swear to sweet cheesy pizza Jesus, what is it with these threads? Every day, someone seems to post either a "Should I buy (I herd it bad)?" or a "Bought the game (it are bad)!" thread. Buy it or don't, it's your fricken money! And if you hate it or love it, great for you, why don't you take a picture and submit it for chicken feed or some such. Could we just sticky one of each and call it a day? It's the same stuff every single time, to the point that ha

73 Replies 229,857 Views

Uh, how about this. They're fully grown because magick. People can make friggen mountains pop out of the ocean, pretty sure they can make ti... never mind. I've yet to have a game last long enough for one of the little buggers to pop, and I'm sick of them taking 200 turns to produce. It's a level 1 hero that can maybe cast, not a supergod of death or something.

19 Replies 15,265 Views

Whatever you do, don't spam cities. Only build them next to resources. If you just put them everywhere willy nilly and link them with a goldpump with caravans you WILL break the game and get bored. So don't do that! In terms of techs, Civilization and Warfare are the two mission critical research trees . Focus on them. Magic is fine for dabbling , but not a replacement for big ol weapons. Diplomacy has a bunch o

6 Replies 6,990 Views

Since most of the systems are broken, rewriting them is indeed the best option. That said, it wouldn't take much to limit the number of heroes by tying it to sov charisma (with offspring not included in the total), changing caravans to a fixed gold income based on distance (and making the caravan limit higher, but count both incoming and outgoing caravans) and, for units, increasing the value of dodge and making heavy armor or groups drastically reduce dodge. The biggest issue, obviou

73 Replies 208,689 Views

Yeah, not much point in buying constitution for your heroes. It's a bit of a crap stat to be totally honest. Basically pick int if you want the hero/sov to spam arcane arrow, and strength if you want to spend less money on weapons. Charisma is fine if you want to pump up a city with a lot of huts rapidly -- stick a bunch of charisma on the farmer heroes and sit them in a city. I personally usually pick the gildar bonus for most cities, since you really don't need all th

20 Replies 81,467 Views

http://www.youtube.com/watch?v=dP9--c-VAK8&feature=related That's how I feel about adventure techs right now. Things popping up and whatnot, and not being excited about it. If they were in from the beginning the quantity of stupid irritating huts of worthlessness would need to be reduced. Actually those stupid chests and whatnot need to be reduced now! If I'm in the mood for an adventurous

41 Replies 135,559 Views

Sooooo since Fallen Elfbabe or whatever is next on the agenda I've got a feeling this thread needs to pop on up to the top! Maps within maps within maps foo! How am I going to create the Inception mod without multimaps?

18 Replies 18,567 Views

Pruning useless strategies is good game design. Alternatively you can improve the numbers, but that can simply create a new dominant strategy that replaces the old one. For instance, in the hypothetical RTS I mentioned above, if you added polar bears that took no damage from the super death lasers and could hurt them, players would only build polar bears. Let's look at the weapons/armor balance. Initially, the only viable strategy was overwhelming damage -- armor was ineffective

73 Replies 208,689 Views

[quote who="Corbeaubm" reply="16" id="2866738"] Quoting Fistalis, reply 12 Name one game that had a plethora of customization options that is balanced and cannot be min maxed in some way? Gratuitous Space Battles. No, really, it's extremely min-maxable, with some pieces of equipment being effectively useless, but there are always other min-maxed strategies to counter any single min-maxed strategy. Hell, it's the same principle that Starcraft, a game touted for

73 Replies 208,689 Views

Fuck that sideways with a box of tapirs. I haven't felt the need to swear on this forum, but I'll goddamn do so when it is appropriate (such as now) and thank stardock kindly for not being douchebags about the occasional four letter fandango. I'd rather people said stupid shit left and right than the forum be filled with mindless droning on, like CFC is these days. Heavy handed moderation has exactly one result, and that result is boring.

113 Replies 60,653 Views

[quote = tetleytea]Hex = 6 sides. Square = 4 sides. So no, I guess I don't.[/quote] Hexes have six sides, squares have eight. Angles are treated as sides for connectivity purposes. I wonder how many other people discovered a sudden illness when they woke up to snow? Watching it fall in the LES, NYC, and thinking today might be a good day for some patched up Elemental. Side note, I hope Trip finds a chance to pop out a blog or two

27 Replies 29,320 Views

I doubt Mr Smart is interested in leaving his air conditioned gaming fortress/warehouse just to make some games. Hexes are superior to squares, this is common knowledge. If you'd like to read the quadrillion bits of data on why, just do a google search. Hash is bad enough, rehash is even worse. Applies to Elemental, where all the tactical battle maps use squares, all the exploration uses squares, and everything is pretty much squared the f* up. All you got

27 Replies 29,320 Views

When Civ5 goes pimpmode in 2014ish with the second expansion, people will recognize just how incredibly important it was to focus on the core systems and ignore the rest of it. 1upt? hexes? City states? Culture tree? Mostly clean interface? Art deco style? Except for the city states, none of that could have gone into the game post-release without a huge amount of time and effort. And even they could only have come about in an expack entirely dedicated to them. The rest

217 Replies 792,158 Views

Dude. DUDE. Trip, mad Kael was a big addition, especially with his business software background, but I'm mad pleased to see someone coming from the other end jumping aboard. That said, apparently Brad is a worse poacher than the MLB. Next it'll be batters from Cuba and perhaps even a certain green gent from th

27 Replies 29,320 Views

If you see this nickname on the internet, especially on a gaming site, better than even odds it's me. I don't use it on professional sites to keep the separation between work and private stuff. But otherwise, I've been going by this since Starcraft in the waaaay ways back. What do you go by on taleworlds? Mod related: I did some retexturing on my own for one of the armors I need, but it looks like hell since I've got no skill with art stuff. I'm not even sure it w

6 Replies 7,784 Views

Now that I'm back home from the holidays, I've started the process of getting this together. Really wish I could just put Scimitar extends Sword or something similar. Have implemented armor changes for available skins, am now looking for an acceptable armor pack from which I can crib gear. Suggested packs welcome. In dire need of the following looks: Studded Leather (t3 light) Brigandine (cloth and metal interworked, t2 medium) Mail (t3 medium)</

6 Replies 7,784 Views

One big issue with the game is the relationship between nation size and potential city size. A tiny nation simply cannot support a level 5 city -- food density is simply too low. It _might_ be possible to create a large city in a small nation through heavy use of Nature's Bounty, but I seriously doubt the viability of such a path. It might be possible if minor states were a more significant part of gameplay. The ability to create a minor state out of any conquered city would be a huge

0 Replies 1,574 Views

Give cities a chance of receiving a small local bonus based on the terrain type. Lots of nearby forests and they get a game meat resource that cannot be traded but allows the city to house +10 citizens. Lots of nearby coast, fish resource, +5 citizens and +2 gildar. Lots of nearby hills, +2 gildar and +2 materials. Small things that won't really change the game, but will make the terrain an active participant in the building process. I'd also add in a trait called Wilderness Fig

52 Replies 25,203 Views

The AI should establish a limited goal and work to fulfilling it. Not sure how effective this is with a reactive situation. But here goes. AI considers relative power ratios and decides an invasion is a good idea. It then runs down the list of things that would help with war -- better armor, weapons and improved squads. The list is pulled from XML tagging techs as war, or tossing them in the tree. It weighs each one according to costs of utilization and acquisitio

90 Replies 178,133 Views

-(3)Clay to Gold (Alchemy)- Target city gets +2 gold per turn; 2 material, 1 mana per turn maintenance Remove G. Clay to Gold, change to (2 + EA) gold per turn -(2)Blood Wound- Caster takes (Int/4) damage, target takes [(Int/2) damage + (4*Blood SF)] damage -(4)Greater Blood Wound- Caster takes (Int/2) damage, target takes [Int damage + (8*Blood SF)] [Balance] Change to caster takes (Int/((3 or 1) +BA) damage -(2)Fervent Research (I

36 Replies 19,701 Views

Well in that case I feel like a stupid ho. It wasn't used on anything in the files, so I assumed it wouldn't work and wasn't in use. Awesome. Clarification, does it double the base attack and compare against armor for damage calculation, or does it only double attack after it's been adjusted by armor and converted to damage? The one would be very useful (could drop the stats on certain weapons significantly) the other, not so much.

3 Replies 2,214 Views

Here are images of the stats I intend to use for tiers 1-3, the mundane tiers. Tiers after that will have a MUCH smaller increase in values than the jumps here. Magical gear that requires Elementium or Crystal will be restricted to heroes, and those two resources will generate gildar instead of their native resource. Their stats will be reduced, but not too significantly. Easier to balance the other tiers against one another, less likely to have the AI or player get owned late g

6 Replies 7,784 Views