Tridus

Tridus

Joined Member # 3116830
18 Posts 3,050 Replies 25,212 Reputation

[quote who="Fistalis" reply="71" id="2816493"] I personally don't get this argument because they use the same rules as SOVs in leveling up. I have no issue with making heros strong when applying stat gains to the right areas. I don't understand how other people find issue with this. Maybe I actively level up my heros more? My whole army usually tends to consist of heros sovs and a few peon units. I use heros and sovs for the majority of fights and pretty much ignore normal units. <b

125 Replies 350,934 Views

[quote who="hfbrooklyn" reply="27" id="2815506"]So, my only question is this: if mana regen can be increased in the future along with the mana pool, so long as magic is the same strength won't stacks of channelers be crazy overpowered? Like, I have all my kids in a stack, for instance. How would you challenege four dynasty channelers?[/quote] Global mana in 1.1 works considerably differently. If you're gaining 4 mana a turn and use 6 channelers to cast 6 spells that all cost 10 mana,

31 Replies 17,549 Views

[quote who="Jharii" reply="175" id="2815698"] With all due respect, that is up to Stardock to determine, not us. Brad did not initiate this thread because he wanted us to manage his development staff, or that he didn't have resources to address it. He asked us to discuss ideas and concepts.[/quote] Suffice to say, I don't agree. :) It's not really clear WHY Brad started this thread, except to get a discussion going on the economic system. In that context, find

278 Replies 548,819 Views

[quote who="Jharii" reply="45" id="2815680"] Oh, and sorry about the Lions. If you're here for any significant length of time, you'll find yourself hopelessly drawn to them and will become a fan. Their misery will become part of your being.[/quote] Hopefully he goes to see the Red Wings instead.

66 Replies 218,635 Views

[quote who="Jharii" reply="173" id="2815682"] Well, in all fairness, a "spiritual successor" is not a clone. If we can have so much more than MoM, why not go for it? Yes, we need spells, and lots of them. We need better combat and unit diversity/functionality. We need a lot of things. If you're going to fix it, fix it right.[/quote] And if you're going to fix it in the next 3 years, you need to focus limited development resources on what matters. To

278 Replies 548,819 Views

[quote who="Jharii" reply="171" id="2815660"] Exactly. Just like any world/empire/civilization, it's success is dependant on the resources it has available. It becomes their livelihood and foundation upon which everything else is built upon. This parallels into world-building games. Once you have that resource/economy laid out, everything else really starts falling into place. It almost starts building itself.[/quote] Only if that's what the game act

278 Replies 548,819 Views

[quote who="cpl_rk" reply="53" id="2815035"] In this game you don't need to produce heroes; you can more easily buy them. I've got so many heroes, the only thing limiting me is the gold to buy them. Most of my heroes sit in cities and generate revanue. Crystal is a highly limited resource, 400 is a huge chunk when you've spent 100/200 turns racking up 1600/2000 crystal or so .. any squad that costs 1/4 of your entire supply is huge. If you lose an channeler, just imbue an

125 Replies 350,934 Views

[quote who="Polistes" reply="26" id="2815231"] Quoting Tridus, reply 23 Quoting Polistes, reply 19 Can you introduce me to that chick you posted in the OP? I want her number! Anyways congrats I guess though I will be sad that Lord Frogboy passes on the throne to someone else! That looks like the original artwork for Procepinee. I know that, your talking to the number 1 Procipinee fanboy/stalker here [/quote] Oh. Sorry

66 Replies 218,635 Views

[quote who="Frogboy" reply="154" id="2815119"]I think most people know which "camp" I was in back in the day. I liked the idea of managing resources -- turning something into another and working out the logistics. But I'm in a tiny minority on that feeling. But I do like the idea of letting modders eventually changing things a lot.[/quote] So then what's the "vision" for Elemental, so to speak? If you like the big system, and the forum likes the big system (which it

278 Replies 548,819 Views

[quote who="Winnihym" reply="158" id="2815205"]Someone (who's post I can't currently find, I'm sorry!) suggested the idea of using caravans to move local resources, by building something at each end of the supply line in the city (depots, or some such). I like this idea, and want to expand on it. Suppose you have a kingdom with 3 ore in your control. Suppose that, in order to build magical arms and armor, you had to have ore treated with crystals and some other resource

278 Replies 548,819 Views

[quote who="Polistes" reply="19" id="2815181"]Can you introduce me to that chick you posted in the OP? I want her number! Anyways congrats I guess though I will be sad that Lord Frogboy passes on the throne to someone else![/quote] That looks like the original artwork for Procepinee.

66 Replies 218,635 Views

[quote who="cpl_rk" reply="51" id="2814706"] Well, to shell out 400 crystal and 2k gold for an 8 man horse archer squad only to be killed by an 8th level essense-imbued bard would sux just as much from my POV. [/quote] It has to be able to, or heroes are worthless. You can't produce them. They take a long time to level, and the items are expensive as hell to equip them. If you lose them, that's it. Comparatively if I lose the stack of 8 random guys with hammers, I can just

125 Replies 350,934 Views

[quote who="RikazeMA" reply="135" id="2814625"] There is a problem with this. Well, at least one, might be more that I'm missing, but anyway... To make this, or any other type of local resource-chaining work, the Road Pathing for Caravans needs to be improved. Honestly, it needs to be improved anyway, along with the rest of the AI Pathing in the game. Speaking of, off hand, does anyone know the formula and mechanics behind the Caravan bonuses? Sorting t

278 Replies 548,819 Views

[quote who="Jharii" reply="118" id="2814250"] With all due respect, and I appreciate and understand where you are coming from, but if you go that route, you are really risking alienating a good part fo the the modding community and likely part of the player community. As it currently stands, it's already oversimplified and doesn't work. I should not be mining Clay Pits or Forests and be returned something called "Materials." You may as well name them "Booger Mine" and "

278 Replies 548,819 Views

In a word: yes. They're heroes! The leaders. The ones who inspire the normal troops to fight. The ones who go and take on the uber baddies in impossible odds and somehow find a way to win. To spend the whole game building up a hero only to have someone just produce a squad of random guys with hammers who can one shot said hero? Lame.

125 Replies 350,934 Views

[quote who="Master_of_Magic" reply="4" id="2814234"]What will x64 do for this game? expanded memory usage on big maps?[/quote] That, pretty much.

7 Replies 3,942 Views

I picked up on the sale, but haven't been able to really get into it yet. Still spending most of my time on Recettear.

9 Replies 34,635 Views

[quote who="FadedC" reply="61" id="2813860"] They are a big deal because they are much further away from the average score then the 10s. If most people give the game a 7, but 10 people give it a 0 and 10 people give it a 10, then the 0s have a much bigger influence on the average then the 10s do. In order for the 10s and 0s to have equal impact, the average score would have to be a 5. And because we interpret a 5 to mean awful, very few games get that.[/quote] The

78 Replies 174,143 Views

[quote who="Mistwraithe" reply="114" id="2814162"] Quoting psychoak, reply 112Kohan has a wonderful, simple system. Simple unit selection, simple character designs, simple combat, simple resources, simple city development, simple supply systems. Everything is simple, and it all goes together. Exactly (oh and Kohan? Best RTS game ever. Bar none). I wouldn't say Elemental is currently too complex but it IS too disjointed and shallow. Maybe a more comp

278 Replies 548,819 Views

[quote]Colonization is the exact system I thought of when I saw this discussion. Fits almost seamlessly to be honest. You construct a building that is capable of making a product. You have to staff it with population (including sometimes a specialist). The more population you put into it, the more of that item you could make. As you climbed the tech tree, you could put more people into that production line and the odds of creating a master specialist went u

278 Replies 548,819 Views

[quote who="VR_IronMana" reply="69" id="2812862"] Edit: What is "economy camp 1" I read in some of the earlier posts? [/quote] "Camp 1/2/3/4" is from a very old (May 2009) discussion about how the economy should work . Taking into account the lengthy post sizes (and the 23 pages), it's probably the single longest thread on the forums. IIRC this was all before any version of the game was publicly available

278 Replies 548,819 Views

[quote who="Gwenio1" reply="59" id="2812807"] It is a strategy game. Strategy = thinking. Adding someting else that a player can leverage to gain an advantage if they bother to think it through is therefore a good thing. It is also a 4X game, and the 3rd X is eXploit. eXploit is to gather resources and maximize the effeciancy of there use. If Frogboy means adding more choices to shaping your economy to maximize output and not just adding complexity then it most definately belo

278 Replies 548,819 Views

[quote who="marlowwe" reply="24" id="2803569"]Personally, I've never felt that there had ever been an attitude problem on this forum. Every forum has its trolls and flamers - it's simply the nature of the internet. What worries me, however, is that a lot of regular posters as well as newcomers who had criticized the game have either stopped posting or left the forums entirely. I think these people, including those who are truly passionate about the game (like myself), are simply burnt out. I

40 Replies 106,787 Views

[quote quoting="post"] Today we’re talking about different ways we can streamline the creation of resources. A long time ago, we wanted to put in a system where I could mine ore which could be turned into ingots and so on. Basically, one resource being turned into another resource. [/quote] I don't really understand this thread. This post is cryptic. Are you trying to streamline, or make it more complicated? Are we really talking about bringing back all t

278 Replies 548,819 Views