[quote who="b0rsuk" reply="4" id="2752053"]What does a paying customer get from a copy-protected game that an unencumbered version doesn't have ?[/quote] The knowledge that the game developers will have a paying job come next week?
sagittary
Okay, quick update; with a Royalty sov, the influence popped to a 2-tile radius on turn 13. We can probably assume that I goofed up somewhere along the way. So influence likely has a constant increase that isn't affected by prestige or actual population, only housing cap. I'm wondering now how population plays into it. Perhaps it's some sort of 'hypothetical' population? Not really sure how to describe it. Pop = 10 and housing = 10 . Next turn we would have 11 pop excep
Nice test. I'll check with Royalty (starting a new game for 1.07) and check for the pop. It'll help check to see how closely related prestige and influence is. No worries; I'm not always clear myself. Also, update for 1.07: resources do -not- use up space any more. So at least this issue is cleared up. I'm assuming that other aspects are the same but I'll be checking that.
Shorter form: I am agreeing with you (terrain should have an effect). As of this writing, we only have one model of reference (Civilization) therefore it is the only model we can refer to as to using terrain. But I am disagreeing with that - not with you - as a matter of reference; I disagree that the Civilization model and implementation should be used. What I am not getting - terrain needs to be used/not used - is not what you seem to think
Edited with your suggestions dalamb. In improvements outside influence, I've gotten up to 3 tile away before the influence bubble caught up. This would be something I'd have to catch for specifically so I could get all the resources lined up to help make distance fast. If he builds R1 and R2 first, they will automatically enclose as soon as something comes in contact with them. Remember that until a resource is enclosed, it doesn't count as a city. I will make t
Any one thing will not work for everything. The mechanics of heroic realism do not play by the same rules as the mechanics of normal combat. A universal system usually isn't - not even in physics. Your system works; it operates on the idea of mass combat. That X > Y > Z > X. By nature, heroes break that and whether or not it's balanced within your system or more or less transparent or more or less easy to balance, it's something that needs to be taken into consideration because that'
Short form: Taking the Civ-style system and putting it into Elemental does not make it any more evocative and expressive of the mechanics and aesthetics of the game than taking chess and replacing the pieces with characters from Lord of the Rings does no more to make chess about Middle-Earth. A Civ-style system can work. It just can't work -as is-. It would need to be changed and tweaked to suit the intended game design. In Civ, it's not a matter of resources - it's a m
Honestly though again, the best place to start for anything more than a simple game is Microsoft Office and a pad of graph paper. You aren't to going to create even a moderately complex game without some sort of documentation, not if you don't want to save yourself some headaches later.
[quote who="seanw3" reply="3" id="2752880"]I think you are wrong Heavenfall. It doesn't matter what kind or how many items you use, because it will only be visible when you zoom way close and even then, it is only displaying a small portion of your town. This is some I would like to test in the future though.[/quote] Yes, it does matter. Whether or not it's being show, it's still in memory. And regardless of how many of -your- objects are on screen, it still has to play
Story will depend on what game you're making and the process you use. In some games, story is pretty important and more so than gameplay. In others, it's non-existent. In still others, it's a balance of both. What works for you and for the game, will depend on what you're trying to accomplish. A good story can help, but it can also detract. A bad story can hurt, but it can also be superfluous. If your game is heavily atmospheric and gameplay based, you may be able to ge
Congratulations, dalamb, you have graduated from passionate fan to amateur game designer and community manager. Assign your stat point!
Nice. Too bad I'm partially color blind or I'd color mine. With any luck, I'd end up painting the thing mauve.
[quote who="Vhorthex" reply="28" id="2751609"]Hi Sagittary, Although I respect your opinion, and agree with some of your ideas. I have a feeling that you are arguing from both sides of the fence at once. You'll make real world comparisons to proof your point, then you'll say that real world logic does not apply. I mean, you can't have it both ways. Well, actually you can if you want. But I think I'll abstain from debating any further. In any case, I guess I did have a s
He means defend more than one tile so he doesn't have to hunt down garbage mobs.
Perhaps add an additional, more abstract, concept into the model. The idea of notability (to use an existing Elemental term) or force multiplier (for a modern term). The reason special operatives or Spartans or heroic characters devastate aren't attack strength, defensive strength, or whatever. It's training and/or 'specialness'. More so in fantasy worlds, a smuck from a farm (Willow, Frodo, what's his face from Black Cauldron, any number of fantasy books) can -beat- a well trained warrior in
In general, the reasoning behind some terrain stuff is that in general, you the Sovereign, are using your power to 'clean up' the wastelands and making it habitable and usable. Note that when you build on arctic terrain, the terrain changes from arctic to grassland (or fallen). --- On a humourous level, it would depend on the hill/forest versus the desert. :) Some hills don't have anything useful and some forests don't have the sort of wood needed for practical use. This is th
I generally don't create caravans (or grow cities) until I need the food and such; since I can't stockpile food, havine a 100% bonus on 12 food when I already make 45 is mostly pointless. Though admittedly, this is purely my style of play and I'm more comfortable with playing a slightly longer game. Perhaps one idea would be that roads generate their own sort of 'influence'. That is, the assumption is that the more a road is used, the more people other than your ci
It does look odd; I get that they're suppose to be a sort of rigidly authoritarian society... but that doesn't necessarily make them MUAHAHAHA evil and such. I don't see it in their own interests to screw the world over. Even the Titans didn't want that; they wanted control of the shards. Destroying the planet doesn't help with that at all.
@Vhorx "As far as making cities more "interesting" I didn't mean to make them into this unique entity that you care about as much as one of your champions. If the potential of a city was determined by it's location, it would make it so that all cities had a little something different. More hills, more grasslands, no grasslands all swamps, etc... this could affect max population, production and research potential." It depends. From a city building perspective, yes, cities are d
[quote who="Archonsod" reply="3" id="2750771"]I actually prefer having to have cities next to strategic resources. It makes sense - you don't generally find people sticking down cities just because there's space there. Plus having cities few and far between keeps with the post-apoc atmosphere. Though the generic city issue is a problem. I think this is largely because you sometimes have to stick a city in the middle of nowhere simply to keep your borders contiguous due to res
At the moment, food is the limiting factor on empire growth (no food, no level 2+ cities, no certain buildings). Being able to produce food within the current game environment means that you can readily have level 2 cities at will along with the handful of food-requiring buildings. You're right, this would reduce the need to specialize cities but it would do nothing to make cities any more interesting. I'd still do exactly what I am doing only now I'd have an even greater abundance of food th
[quote who="dalamb" reply="46" id="2750578"]CreeDakota: I think most of your suggestions make sense, though I haven't quite been able to think them through, but I'm not so sure about #1. I think having a resource inside your city walls is quite valuable; I've had resources outside be destroyed because I didn't have the gildar to build troops strong enough to protect them and didn't notice the nearby monsters in time to teleport an emergency stack to do so. Something that valuable
Cities add a HP bonus to units. When units enter a city, it gives them this bonus but does not actually heal them of a like amount so it looks like they're losing HP. If you check the actual numbers themselves, their actual HP has not changed, only their max.
I agree, Cree (nice name by the way), I can see where they were going and what they were trying to accomplish... but the end result feels like it was designed more by a programmer rather than an artist or a designer. Done-and-out rather than refined with the guideline that non-experts will need to use it. 1) Yes! Some basic elements from grand strategy and construction games like Victoria 2, Settlers, Majesty and SimCity, and what have you would help. Most 4X are Risk-l
It's not that it's odd and unexpected behavior though. If it's suppose to represent working on something at the same time like a lot of water pumps in tandem, then it works fine. If it's suppose to represent some sort of refinement process where everything makes everything better, than the math is wrong.